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Post by jisidro on Sept 20, 2017 15:00:42 GMT
A few things convinced to buy into WM/H:
The Assault Kommandoes, Kraye's Mini, Trollblood Beasts and Giant Wolves (I missed out in confrontation)... That, a great ruleset and a tournament oriented organized play. I ended up playing Circle because it was the first great deal I got on ebay. That was almost 4 years ago.
I've been collecting Cygnar cast aways and I have a painted only tournament where I'd like to take Kraye (Finnaly!) surrounded by a bunch of heavies and scout the face of my opponents.
I have a friend who will let me borrow stuff so I should have acess to most stuff. Anyway here is my 1st pass at an anti-melee, light gunline list:
[Theme] Heavy Metal (Kraye 1) Captain Jeremiah Kraye [+28] - Centurion [17] - Cyclone [13] - Firefly [8] - Hammersmith [12] - Ironclad [12] - Ironclad [12] - Ironclad [12] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Sentinel [8] Lieutenant Allison Jakes [0(4)] - Charger [9]
Is this along the lines of what you are thinking?
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xadmar
Junior Strategist
Posts: 173
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Post by xadmar on Sept 20, 2017 19:41:58 GMT
I was actually thinking about him in Stormdivision for the 15 inch threats on feat and to help focus efficiency. I also love lightning so I might be bias... Kraye 1) Captain Jeremiah Kraye [+28] - Stormclad[18] - Stormclad[18] - Stormclad[18] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Charger [9] Stormlance [20] Stormlance [20]
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Post by wwjonnyd on Sept 20, 2017 21:53:36 GMT
Current list:
Kraye Squire Centurion x2 Hammersmith x2 Ironclad x3 Jr Charger Runewood Arlan
I absolutely love this list. if you get first turn, you're threatening into your opponents deployment zone with 12 metric tonnes of steel. Go second, and you force your opponent to back up or sit there like a sitting duck. Dont forget that Centurions threaten 14 inches, but also negate 3 inches of your opponents threat. That's huge. Especially because without initials they're not killing it. Add in Admonition on one and Arcane Shield on the other. Man I love this list. I freaking love this list.
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Post by jisidro on Sept 21, 2017 8:23:22 GMT
Got a game with a friend who actually wanted to try him too... He ended up playing him with 2xCenturion, Stormclad, Hammersmith, Ironclad, minuteman and 2 charges on jr+Jake's . I played bones with Wrath+Megs+Wyrds. It would have gone to time but we played on and I would end up losing to CPs due to my solos dying while the juniors could be safe till the end.
The mobility is absurd. The centurion has a lot of dirty tricks...Slam+polarity+repo leap to mind. This is brutal against balanced armies.
I'm not sure about quality VS quantity and not sure about heavy metal. Chargers on Kraye are pretty brutal...
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Post by Soul Samurai on Sept 21, 2017 10:50:18 GMT
Slightly off-topic, but I was just looking at his card and it occurred to me that Lock the Target could possibly be used to protect your own models from something like Telekinesis. Highly situational of course, and it wouldn't protect from pushes, slams or throws, but... hey.
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Post by 36cygnar24guy36 on Sept 21, 2017 10:55:59 GMT
Slightly off-topic, but I was just looking at his card and it occurred to me that Lock the Target could possibly be used to protect your own models from something like Telekinesis. Highly situational of course, and it wouldn't protect from pushes, slams or throws, but... hey. Reminds me of the MK 2 Trick of Gorman Blinding your own colossal to stop the enemy Gorman, fun times....
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Post by redbaron89 on Oct 4, 2017 4:12:51 GMT
Kraye seems really intrigueing. Calv on all jacks, pathfinder!, admo, beacon, horsepower, countermeasures. The lock the target shenigans never occured to me. Double centurian seems great! I like the idea above with trip stormclads and double stormlances. Jack spam also seems viable.
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Post by booggy on Oct 4, 2017 12:02:42 GMT
I'm thinking about that with Kraye :
Cygnar Army - 75 / 75 points [Theme] Heavy Metal
(Kraye 1) Captain Jeremiah Kraye [+28] - Centurion [17] - Cyclone [13] - Cyclone [13] - Firefly [8] - Firefly [8] - Stormclad [18] - Stormclad [18] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Sentinel [8]
Cyclones and Centurion are good for holding ground and denying zone. Fireflies and Stormclads for heavy duty as well as frying infantry. I also think Fireflies could be good to stuck/jam ennemy frontline, with a 14" charge and Repo (with Admo or Counter-measure if needed) and let the rest of the army place themselves for retaliation.
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Post by sludgeogre on Oct 4, 2017 17:33:12 GMT
Played this list yesterday and hopefully will get to play it today as well: conflictchamber.com/#c1201b_-0eiO9H9H9Hakanao7zada5a6a7Cygnar Army - 74 / 75 points [Theme] Storm Division (Kraye 1) Captain Jeremiah Kraye [+28] - Stormclad [18] - Stormclad [18] - Stormclad [18] - Squire [0(5)] Captain Arlan Strangewayes [4] Major Katherine Laddermore [8] Rhupert Carvolo, Piper of Ord [4] Storm Lances (max) [20] Stormblade Infantry [10] - Stormblade Infantry Officer & Standard [0(5)] - Stormblade Infantry Storm Gunner (1) [2] Really enjoyed it quite a bit. It got buttloads of work done on turn 2 and hits like a sack of bricks. Having Rhupert in the theme is just bonkers for the Lances to get Pathfinder, along with 3 Stormclads that also have pathfinder, it eats up board position immediately and threats for a mile. It can flank an opponent in a single turn. Having accumulator go off on at least 2 jacks every turn means I get at least 3-4 focus to camp or cast with each turn. I just need to be better about where I put Kraye and how I use the feat. Kraye's feat is a really weird one. I keep wanting to maximize it on more than a few targets, but it really feels like most games you just need to get it on a single high value target, like a lone Cage Rager in a list with no other heavies. I played him in Heavy Metal with 2 Stormclads, 1 Centurion, 3 Chargers, and a Journeyman with a Sentinel, plus Arlan and a min unit of mechaniks. It was certainly fun, but without the lances you're just hoping they can't get around the Centurion and don't one round the Stormclads. Without accumulator going off, it's also stupid hard to fuel 3 heavies, cast a spell or two, and stay safe. I really prefer him in SD. Countermeasure on the Stormblades seems like it could be totally bonkers if you Iron Zeal on turn 1 or 2 with countermeasure up, then try to charge into their side of the board and shut down as many guns as you can.
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boozy
Junior Strategist
Posts: 429
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Post by boozy on Oct 7, 2017 19:28:01 GMT
Way back in MKII, Kraye has always been the guy that made me tempted to go to the dark side and buy Swans. Iron Horse, Horsepower, and all Cygnar warjacks allows for a playstyle I'll never find in my Skorne, and sounds amazingly fun.that is no different in MKIII, if not better.
Trick is, like all of Warmachine, he's Focus-starved for everything I want those jacks to do, meaning my dream of 'jacks from downtown and repositioning everywhere is gimped. Aside from Minutemen and Admonition, there isn't any non-linear movement, meaning threat range is the game plan.
This leads to the crux of my problem, which I'd like your advice on. To get around his Focus issues and ensure I get (or threaten) a hard-hitting alpha, I find the solutions are a lot of support bloat. Arlan, an attachement, likely a storm knight model and being shunted into using Stormclads, Lanyssa for Hunter's Mark, maybe a unit of mechanics for Heavy Metal, and suddenly I find myself into a light combined arms army.
How do you guys crack the nut? I really want to drop money and play him, but the point is to put a pure Kraye 'jack list on the table that works well.
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Post by redbaron89 on Oct 8, 2017 1:16:07 GMT
I check back on this post almost daily. Waiting to see what list unlocks him.
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boozy
Junior Strategist
Posts: 429
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Post by boozy on Oct 8, 2017 2:14:47 GMT
| Cygnar Army - 75 / 75 points [Theme] Gravediggers
!!! Your army contains pre-release entries.
(Kraye 1) Captain Jeremiah Kraye [+28][*]Centurion [17] [*]Centurion [17] [*]Ironclad [12] [*]Minuteman [9] [*]Minuteman [9]
Anastasia di Bray [3] Commander Anson Hitch [0(4)]Patrol Dog [2] Trencher Commandos (max) [15][*]Trencher Commando Officer [4] [*]Trencher Commando Scattergunner (3) [6]
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Ok, here's my first go. Looking at Gravediggers, I think their might be some synergy with Anastasia de Bray. +2 to roll is AMAZING I think in a list that has so much speed and mobility. My idea is to put a small package of trenchers to AD and hold a position, and clear out infantry. The warjacks are mostly there to deliver an alpha on enemy heavies, with the Centurions anchoring after, and the Minutemen to spot clear infantry and deliver Countermeasures. Likely oriented towards scenario play. Thoughts appreciated. All of my Cygnar is from the opposite side of the table, and my meta doesn't play proxies.
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Post by sludgeogre on Oct 8, 2017 4:13:47 GMT
Played two games with this list today and won both of them!
Cygnar Army - 75 / 75 points [Theme] Heavy Metal
(Kraye 1) Captain Jeremiah Kraye [+28] - Centurion [17] - Charger [9] - Charger [9] - Charger [9] - Ironclad [12] - Stormclad [18] - Stormclad [18] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Sentinel [8] Field Mechaniks (min) [3]
First game was against Circle. Lost the roll and went second. Circle player hid Kaya2 behind a wall, camping zero, thinking 20 DEF against shooting and 18 against melee was going to be enough. Feated at start of turn, tagging as many things as I could, including a heavy next to her, but couldn't get a beacon on her. I charged her with a centurion, needing an 11, and rolled a 10, boo. Swung into the heavy next to her and repositioned out of the way. Sent a Stormclad in, he connected and took her down to 1 box, also putting beacon on her. Punched her over the wall needing a 9 and somehow connected with it, without boosting, and killed her. 15 inch threat ranges are a thing, and oh boy is it delicious.
Second game was against Trolls Northkin CID with a Sea King played at the new 36 points cost, with Borka2. He also won the roll and went first. He runs up and feats on turn 2, but doesn't put a solo on his flag, so he only scores 1, and we're on spread the net, so immediately I'm thinking I have to play for scenario. I run a Stormclad into his zone to contest and smack a heavy, making me to stationary. I also send in a Centurion and Ironclad to take out a couple infantry, but they go stationary and die the next turn pretty easily, all 3 of them. He doesn't contest my flag or my zone, though, and I go up to 3, and he scores 1 on his zone. The next turn, I had to remove a heavy from my flag and a whelp, plus two models on his flag, neither of them scoring, just contesting. He had 2 of my 3 field mechaniks left engaged, so I moved 2 of them away and they die from free strikes, leaving the final guy to go contest his zone. I then manage to kill both models by his flag with a charger and reposition him back to the zone, and luckily he fails a tough check. I send everything I have against his heavy at my flag, including Junior, who does a few damage on a charge, and I'm able to just barely remove everything. I then ran Kraye his full 16 inches up to his flag, scoring it, plus mine, and my zone, bringing me up to 6 CP for the win. I could not believe it.
Kraye being speed 8 and having the 5 inch reposition also means that he gets a bunch of work done by himself and can get waaaaay across the table, outside of threat ranges, or to cap a flag and win! Totally love the hit and run style that his battlegroup plays, especially with balsa wood cygnar warjacks. It was a total blast.
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Post by Rork on Oct 8, 2017 21:33:59 GMT
I've been using: Heavy Metal Kraye Squire 2 x Centurions 2 x Hunters 2 x Minutemen Thunderhead Journeyman - sentinel Arlan Strangewayes Min Mechaniks Managed to come third at a 16 person master's event yesterday (lost with Nemo3 vs Grymkin). Game 1 was against Circle and Kromac2. A bunch of warpwolf heavies and some skinwalkers + support. Turn 2 I feat and remove his Stalker and Feral using Centurions plus some ranged support, with one centurion repositioning back out of Ghetorix's threat range with Polarity Field. (I managed to send one Centurion just out of control range, whoops). He feats the following turn, but mainly uses his skinwalkers to jam up Thunderhead and one of my minutemen. The skinwalkers then die to a centurion and Thunderhead. Mechaniks score me a round zone ^_^ (Standoff, btw) and I put a minuteman in position to be annoying (and gets eaten by Ghetorix). He had left his own zone relatively uncontested, so I managed to get a scenario win by repositioning my centurion out of melee of a doppler dog in the circular zone and then shooting it to death then clearing out some swamp gobbers in his zone (with Kraye aiming) and a stone with a minuteman who scores the zone with Kromac looking a bit angry at the other end. Game 2 was against Rask Minions (Will Work for Food) in Breakdown. I was very lucky here. Turn 1 they all run up and I kill the Snake. Top of turn 2 he sends a buffed up Brine through a wood using Diversionary Tactics and Veil of Mists (It started to dawn on me at the start of his turn...I know about them, rarely faced Rorsh!). He charges a gobber just in front of Kraye to go for the overtake into Kraye. He misses two attacks into the gobber before getting the kill. He misses another two attacks into Kraye. The last one hits but rolls badly and no damage is done thanks to the one focus I had camped. I take out Brine and Snapjaw in response and do some (later important) damage to one of his Wrastlers by my Centurion. Having overextended, he tries to go for another assassination on Kraye by charging straight through said Centurion with a Raged, Furied Wrastler thanks to Veil of Mists. It takes a Free Strike from the Centurion and promptly loses its Mind and Spirit to the Free Strike, leaving it unable to hit Kraye. My opponent concedes since Rask is standing in charge range of the same Centurion camping no Fury. Better body blocking required when facing Rask in future! (And I've played Rask a fair bit before now) Game 3 was where I dropped Nemo3 into Grymkin and the Dreamer (in the opposite of Breakdown). They bricked up and there was very little I could do. I ground away, lost Dynamo because I forgot about Mirage on a Skin and Moans and eventually clocked out. It was D&C1, but I still felt Nemo was the best choice from my pairing to stop the dreamer dragging around my battlegroup or knocking it down. Game 4 - back to Kraye - was Spread the Net vs Retribution/Vyros2. I know my opponent well and he plays cagey and aims for scenario victories. My opponent just made a few critical mistakes by trying to stay out of my threat ranges that meant I went 4-1 up on scenario in turn 2. He then forgot to attack with his battle mages to pull in my centurion and Thunderhead. He used them to sidestep Imperatus into the Centurion, but didn't finish it off. He hadn't contested my flag, so I went up to 5-1 on his turn and won the next turn. Not really much to accurately analyse since my opponent was off his normal good playing. Men Gobbers of the match were the Mechaniks for repeatedly putting one of my minutemen back together . More and more I'm thinking that Kraye is extremely vulnerable to assassination. As much as I tend to put Arcane Shield on a Centurion, I suspect he may be the best target for it (The sentinel in the list was originally a Firefly, but Shield Guard seems important!). Admo might be a better option (That's usually on the other Centurion) to evade the melee assassinations that have been blighting me recently. Min Mechaniks are a great little scoring unit, too.
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Post by sludgeogre on Oct 9, 2017 0:07:50 GMT
More and more I'm thinking that Kraye is extremely vulnerable to assassination. As much as I tend to put Arcane Shield on a Centurion, I suspect he may be the best target for it (The sentinel in the list was originally a Firefly, but Shield Guard seems important!). Admo might be a better option (That's usually on the other Centurion) to evade the melee assassinations that have been blighting me recently. Min Mechaniks are a great little scoring unit, too. Great battle reports, thanks for those, lots to think about. Kraye is certainly super vulnerable to assassination, especially with Grymkin where they can run a glimmer imp at you and get through your defense quickly. What has been working for me is getting a lot of work done with him on turn 2, but then walking back to barely outside of killbox range, and staying as far away from the largest threat on the table, otherwise I get assassinated every single time. I've found that if I don't use the Feat on turn 2, there's rarely a good time to be using it, and if I can get a couple charges from him shooting a couple targets and repositioning back, he's usually safe. If I try to keep him up the board, even if I don't feat on 2, he's usually dead on 3. I also have the sentinel to make sure I can at least sink one ranged shot. Admonition is certainly really helpful in keeping him safe, as is countermeasure if you have a heavy far enough up the table. If you're going to be really ballsy with him, I think it's important to put admonition on himself so he can avoid getting charged by a heavy. If you're worried about ranged assassination, then arcane shield and stay just outside of killbox. At least that's how I've been playing him so far to keep him safe and it seems to be working.
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