boozy
Junior Strategist
Posts: 429
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Post by boozy on Oct 9, 2017 0:38:03 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."
Like the above, thanks for the great play feedback and thoughts. They help all of us that want to make him work. If assassination is one of the key threats, then shouldn't we think of Kraye instead as part of a pairing, and who to drop instead to cover his holes, including strong assassination play? I plan on bringing my first pair with Seige1 in Gravediggers to cover his ARM crack and magic weapons holes, along with Triumph. Lots of Trenchers too of course, not trying to have too much of a battlegroup, just enough to give heavy guns from downtown. What made you choose Nemo3, and what holes did you intend for him to cover?
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Post by sludgeogre on Oct 9, 2017 2:34:06 GMT
I plan on pairing Kraye with Haley3 in Gravediggers with a lot of Trenchers to cover for the really hard hitting lists and ghost fleet (hopefully, we'll see on ghost fleet). Kraye can alpha really well, but our jacks are pretty squishy and admonition and countermeasure can only do so much. I was able to juke around Trolls with him and win on scenario, but on a scenario with fewer elements like the pit 2, I would have just died.
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Post by booggy on Oct 9, 2017 10:11:55 GMT
GraveDigger seems to be a popular way to pair a Kraye HEavy-Metal list ^^ ... I also plan to pair him with a Caine1 GraveDigger list.
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Post by jisidro on Oct 9, 2017 10:22:20 GMT
Why is a Steady 15/16 with SDP8 + repo 5" super vulnerable to assassination?
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Post by octaviusmaximus on Oct 9, 2017 10:34:12 GMT
Why is a Steady 15/16 with SDP8 + repo 5" super vulnerable to assassination? Because he is often camping quite low.
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Post by Aegis on Oct 9, 2017 10:41:00 GMT
Why is a Steady 15/16 with SDP8 + repo 5" super vulnerable to assassination? Because he is often camping quite low. And he is a big base, so screening him is more difficult than with other casters.
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Post by jisidro on Oct 9, 2017 11:03:57 GMT
Because he is often camping quite low. And he is a big base, so screening him is more difficult than with other casters.
Camping is a choice... I agree with that if you go second you can't even cast a couple of spells and not risky getting assassinated but... It's the game atm.
I believe he got Steady because of that (A lot Cav casters don't have it) and I pretty sure he wouldn't have SPD 8 or Repo 5 if he wasn't cavalry...
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Post by 36cygnar24guy36 on Oct 9, 2017 11:05:53 GMT
And he is a big base, so screening him is more difficult than with other casters.
I believe he got Steady because of that (A lot Cav casters don't have it) and I pretty sure he wouldn't have SPD 8 or Repo 5 if he wasn't cavalry...
He used to have steady in Mk 2, and then lost it for some inexplicable reason coming into Mk 3. I am convinced PP just forgot to put it on the card, and they were too embarrassed by the utter mess that was the MK 3 launch they did not want to admit to another mistake.
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Post by jisidro on Oct 9, 2017 11:17:18 GMT
I believe he got Steady because of that (A lot Cav casters don't have it) and I pretty sure he wouldn't have SPD 8 or Repo 5 if he wasn't cavalry...
He used to have steady in Mk 2, and then lost it for some inexplicable reason coming into Mk 3. I am convinced PP just forgot to put it on the card, and they were too embarrassed by the utter mess that was the MK 3 launch they did not want to admit to another mistake.
Another "oops" Mk3 moment then...
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Post by Rork on Oct 9, 2017 16:26:16 GMT
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. In another event where I did a lot worse, the one game I did win was against shooty Skorne with their ghost shot shenanigans and their shooty infantry. They got Kraye down to 3 boxes (even with Arcane Shield!) and thankfully one missed attack was enough to keep him alive (It's the main reason the Sentinel made a comeback). Kraye ended up on the edge of the killbox about 6" or so away from my left table edge. At that point my battlegroup was able to keep his stuff far enough back to keep them from shooting Kraye. Eventually I beat Hexeris2 with a Centurion with one focus from Arlan, repo-ing away and shooting him to death with aiming Hunters. It certainly makes for quite a precarious existence...
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Post by sludgeogre on Oct 11, 2017 5:48:00 GMT
I'm 3-0 with my Heavy Metal Kraye list. I faced Maelok in a Blindwater Congregation list with 5 min units of gatormen, a wrastler, a spitter, a blind walker, and a bunch of the other usual trimmings. Was able to kill almost all of the gatormen and the light gator beast, but did not even touch any of his 3 heavies, without even really realizing it, I just knew I needed the gators to die if I had any hope of getting scenario going or keeping board presence/keeping Kraye safe. Well, then I start looking at assassination and my opponent points out to me that I haven't damaged any of his beasts, so his 4 fury he was sitting on for transfers is useless. I honestly just thought he was camping zero, but I just couldn't see his stack. It was absurdly lucky, but it still took me trampling a Stormclad over and buying two attacks, shooting twice with a Charger and missing once, shooting with a Sentinel and doing nothing, and then shooting with Kraye and taking him out on a spiked damage shot.
Even though I got pretty lucky, it still felt like a great list the whole way through, even though Minions struggles with Def 12 jacks. I casted admonition on one Stormclad and Arcane Shield on the other one. I actually never popped admonition the whole game, I just kept saying no since he kept trying to get me to leave the zone by going after my chargers, then walked his blind walker up, but didn't cast rage on it, so I knew it was very unlikely that it wouldn't kill him, so I just took the attacks. That was pretty pivotal. If I didn't have it on him it's almost a guarantee that he would have raged the walker and might have killed the Stormclad.
Finally, that reposition 5 with pathfinder is just monstrously amazing. Smacking stuff, walking away, and then shooting or charging more jacks in, just feels so overpowered and good. Boosted charge attacks is also just fabulous as there is nothing worse than missing a charge with a Stormclad.
I'm pretty addicted to this list and it should tide me over until my Express Teams and other Trencher stuff finally comes in. I thought it was going to be the time of Kraye once the CID results were dropped, and I think I was right about it.
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Post by jagius021 on Oct 13, 2017 2:11:59 GMT
This is my kraye list, I have adjusted it since the changes but I still like it
War Room Army
Cygnar - hella kraye
Theme: Heavy Metal 3 / 3 Free Cards 75 / 75 Army
Captain Jeremiah Kraye - WJ: +28 - Defender - PC: 16 (Battlegroup Points Used: 16) - Defender - PC: 16 (Battlegroup Points Used: 12) - Defender - PC: 16 - Hunter - PC: 10 - Hunter - PC: 10 - Minuteman - PC: 9 - Cyclone - PC: 13
Archduke Alain Runewood, Lord of Fharin - PC: 0 Captain Arlan Strangewayes - PC: 0
Sword Knights - Leader & 9 Grunts: 13 - Sword Knight Officer & Standard - Officer & Standard: 0
THEME: Heavy Metal ---
GENERATED : 10/12/2017 22:09:34 BUILD ID : 2050.17-09-10
Literally every model in the army has reposition. This gunline can easily take down a heavy a turn while still threatening scenario. Trample forward and repo gives a longer move than simply running. Defenders can still do work in melee once the shooting is done.
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Post by tasadarthemadbear on Oct 13, 2017 16:04:47 GMT
New player here, been toying with some 25pt lists. Havent purchased anything besides Kraye yet. This is what I was thinking:
25pt Heavy Metal Kraye1 (+28) Centurion (-17) Hunter (-10) Minuteman (-9) Minuteman (-9) Sentinel (-8) Squire (free) Total: 53pts
Does this seem like a solid start? Money is a little tight so I dont want to buy something I wont use. The Centurion just seems great with Kraye, so much so that I'll probably add a 2nd when I increase the points. The Hunter is for anti-ARM, the Sentinel is there mainly for Shield Guard, and the 2 Minuteman have insane mobility with Kraye.
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Post by Rork on Oct 13, 2017 17:18:38 GMT
New player here, been toying with some 25pt lists. Havent purchased anything besides Kraye yet. This is what I was thinking: 25pt Heavy Metal Kraye1 (+28) Centurion (-17) Hunter (-10) Minuteman (-9) Minuteman (-9) Sentinel (-8) Squire (free) Total: 53pts Does this seem like a solid start? Money is a little tight so I dont want to buy something I wont use. The Centurion just seems great with Kraye, so much so that I'll probably add a 2nd when I increase the points. The Hunter is for anti-ARM, the Sentinel is there mainly for Shield Guard, and the 2 Minuteman have insane mobility with Kraye. You're using all of the warjacks I tend to use with Kraye, so I think it will work pretty well. Perhaps the only observation is that at that size of game, Strangewayes may be a better investment than the squire since he can give out a focus every single turn and having the option to repair is pretty nice for those times when a hunter or centurion gets its arm blown off. (Strangewayes is also one of those great long term investments you'll use in a lot of lists)
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Post by tasadarthemadbear on Oct 13, 2017 17:25:24 GMT
I was debating between Strangeways and the Squire and I'll probably just get both since I'll use both once I bump it up to 50pts. I went with the Squire because it increases Kraye's control range, giving things like Minuteman even more range.
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