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Post by Rork on Oct 13, 2017 17:32:43 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. The Squire is a great long term investment too. The extra control range when the minutemen can already operate 24" is largely unnecessary and the reroll to hit on a spell isn't that useful since you won't cast Lock the Target that much - Arlan just gives you a little more efficiency out of a similar points value which is great for small games. When you want to be awash with focus when he's running 3 or 4 more jacks than what you have, it's a great tool to have in addition to Arlan. The good thing about Kraye in minutemen is that they can roam outside of his control range and reposition back into at the end of their activations. That's a pseudo-29" control range .
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Post by tasadarthemadbear on Oct 13, 2017 20:49:40 GMT
I didnt realize the Minuteman could do that, good to know! Thanks for the feedback, I think you have convinced me to get Arlan first and the Squire second. I figure a journeyman warcaster would be my thrid free solo once I get to the 75pt level. Is there any reason to get him before the Squire as well?
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boozy
Junior Strategist
Posts: 429
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Post by boozy on Oct 13, 2017 23:46:52 GMT
I might have mentioned it in the other thread (about Gravediggers), but I think he can be amazing in that theme.
A super fast, maneuverable warcaster wants, maybe needs, to go first. Coupled with Anastasia, you can get a +2 tilt towards first choice. That in itself is balls wild.
Then, throw in as many trenchers as taste dictates. They usually have AD, Pathfinder, guns, and some sort of survival tech. My module is only 20pts.
They can trigger the feat for your battlegroup, and be either a thorn or anchor to work around for both you and your opponent. Hold a zone, provide infantry clearing your 'jacks can work, all sorts of stuff.
Finally, to best of my knowledge, there is no wau for any Hordes faction, Cryx, CoC, or Khador to get +2. You will have a strong chance of dictating the field with one of the best warcasters to do it with.
I'm going to roll Brisbane1/Kraye1 in my pairing, both with Anastasia. There are many ways to build Kraye in theme, but +2 is just way too good with all that positional advantage.
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Post by Rork on Oct 14, 2017 10:07:08 GMT
I didnt realize the Minuteman could do that, good to know! Thanks for the feedback, I think you have convinced me to get Arlan first and the Squire second. I figure a journeyman warcaster would be my thrid free solo once I get to the 75pt level. Is there any reason to get him before the Squire as well? That's a more difficult question to answer. Since Kraye gives so many benefits to his battlegroup, I don't give much to the journeyman (typically the Sentinel). Arcane Shield on a Centurion makes it a complete pain to remove and is also an option to put on Kraye to further diminish the chance of assassination (the chance is far too likely!). But as the points go up, so does your battlegroup...which favours the squire. I'd probably say take the squire at 50, but it's not so clear cut.
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Post by bluebarren on Oct 14, 2017 22:27:48 GMT
I like the hunter on jr, ext. Control range lets them run pretty independently of one another, and it lets you further ignore terrain since the hunter has pathfinder. Also the 14" gun range lets the hunter generally stay out of charge ranges.
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Post by Rork on Oct 15, 2017 12:59:41 GMT
I like the hunter on jr, ext. Control range lets them run pretty independently of one another, and it lets you further ignore terrain since the hunter has pathfinder. Also the 14" gun range lets the hunter generally stay out of charge ranges. I don't think I'd ever really criticise someone for taking that option. I do like Hunters to be able to walk through a forest and reposition back out again to keep it alive. The 14" range keeps it out of most threat ranges, but generally not walk and shoot (Being 19" away, however...) and it doesn't take much to give a Hunter a bad day. And, short of ranged assassinations, you can typically run a Hunter on just the Power Up focus.
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Post by bluebarren on Oct 15, 2017 14:21:09 GMT
I mean, nobody's going to argue that virtually any warjack is better on Kraye, but jr needs a jack so it's really just a question of what's the best option. With pathfinder it can just park in a forest and now it's def 16 vs most enemy shooting.
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Post by tasadarthemadbear on Oct 15, 2017 19:17:41 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 A question in regards to the above list I posted on page 2 (I am replacing the Squire with Strangeways), is using 2 minuteman a good idea? Does having 2 on the board work well or is just 1 nearly as good? I am wondering if it would be worth it to drop 1 Minuteman and the Sentinel so I can grab a 2nd Centerion. Everything I have read on here and battlecollege says they are amazing with Kraye.
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Post by booggy on Oct 16, 2017 12:48:02 GMT
Minutemen have been good with Kraye for me, last Sunday (small 50 pts SR tournament, 16 players). I played this : Cygnar Army - 50 / 50 points [Theme] Gravediggers (Kraye 1) Captain Jeremiah Kraye [+28] - Centurion [17] - Centurion [17] - Minuteman [9] - Minuteman [9] Anastasia di Bray [3] Captain Maxwell Finn [0(6)] Rangers [9] Trencher Commandos (min) [10] - Trencher Commando Scattergunner (2) [4] I played Kraye twice (2 wons), and the other list was a Maddox StromDivision list (played twice as well, but lost twice because of the clock... 42 minute is very short) +2 to start was interesting, i won the 2 start roll, electing to be the second player (to choose my board and start scoring first). The second interesting thing about this list is that everything is in AD, except Kraye and the Centurions, . My first game was against a Wurmwood Bones Of Orboros list. The highlight about Minutemens were when they kill a Sentry & Manikins unit each at T1 (I warned my opponent before, but hey...) , ensuring my Trenchers and Rangers will not be murdered by sprays. I then managed to get the 5-0 scenarios points victory, Wurmwood feat wasn't very strong against a full pathfinder army My second game with Kraye was against a Karchev list, with 2 Juggs,1 Marauder, M-O-W Shocktrooper + UA + solo, Widowmakers + Solo, and Battle Mechaniks. I already lost twice with Maddox before this game, so I was eager to take my Kraye list for my last game of the tourney, even if I was worried about the high ARM models my opponent could bring (especially M-O-W in Shield Wall, were my Rangers and Commandos were pretty useless against - except for jamming them)). But it seems that Minutemen jumping in the back of these guy are pretty murderous. I feat to send my Centurions in a marauder and a Jugg, disabling somes systems without destroying them. One Centurion was then crushed during Karchev feat, the other was out of retaliation thanks to Repo [5]. After that, my remaining Centurion destroyed both previously damaged Jugg and Marauder, and received Admonition, to manage late game against the remaining Jugg and Karchev. I finally took the win with a score of 9-4, with only 2 seconds remaining on my clock (time is actually a problem for me). So yeah... i love Minutemen with Kraye. Extended Control Range and Admonition/Counter-measure could be an annoying thing for opponent to face. And they are useful against a wide variety of models (high ARM or high Def).
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Post by Rork on Oct 16, 2017 20:08:50 GMT
A question in regards to the above list I posted on page 2 (I am replacing the Squire with Strangeways), is using 2 minuteman a good idea? Does having 2 on the board work well or is just 1 nearly as good? I am wondering if it would be worth it to drop 1 Minuteman and the Sentinel so I can grab a 2nd Centerion. Everything I have read on here and battlecollege says they are amazing with Kraye. Doubles of all the things are good (Personally I take 2 centurions, 2 hunters and two minutemen, I may have mentioned that ). Anecdotal evidence: I was playing Legion recently and my opponent botched an assassination on Kraye with assaulting Carniveans (screw those guys) and Vayl's many spells. I fully load a centurion and a knocked down minuteman. Kraye jump starts and feats (and shoots some things). Vayl was waaay back, probably some 22" away from Kraye (she had thrown an Oraculus into one carnivean to sling spells at Kraye). The minuteman moves (to stay out of admonition range on a carnivean that had thrown it last turn) and leaps into Vayl's back arc. Power attack throws her (I forgot to flak field) towards the Centurion. The 2nd minuteman who was in the area rocks up and puts a round into Vayl, forcing her last transfer (Flare/Beacon is just adding insult to injury). The centurion impacts Vayl to death. Minutemen are very versatile - they give Kraye access to some extra infantry clearing that his armies can struggle with (particularly high def/low arm) while the two slug guns give a lot of harder targets pause for thought. The reposition then causes even further headaches if you can jam something up (like the Carnivean that had to throw one of mine out of the way to help his friends). Now they have pathfinder, there's even less that can hide from them. I've had winter guard try to swarm one, fail, and lose several to flak field. The throw power attack is a nice ace in the hole that the other light jacks don't offer and the heavies can't apply beyond 6" (11.5" threat for it from a minuteman). At lower points, 2 centurions is a solid investment and worth having as often as you can. But on hitting 75 having two minutemen to either be annoying in front or operate way out on the flanks is well worth it (admittedly, there are times when I don't get it right and throw them away!). The main arguments against Minutemen is their average MAT/RAT 6 and the various DEF buffs vs shooting.
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Post by irchris5000 on Oct 21, 2017 23:38:15 GMT
Try this one on for size. The jack choices give you a very good scenario control presence. (Centurions) and the minitement and ATGM help clear zones. And the infantry and ponies are there to set up feat and and deal with any additional infantry.
War Room Army
Cygnar - Kraye
Theme: Sons of the Tempest 1 / 1 Free Cards 75 / 75 Army
Captain Jeremiah Kraye - WJ: +28 - Squire - PC: 0 - Ironclad - PC: 12 (Battlegroup Points Used: 12) - Minuteman - PC: 9 (Battlegroup Points Used: 9) - Minuteman - PC: 9 (Battlegroup Points Used: 7) - Centurion - PC: 17 - Centurion - PC: 17
Journeyman Warcaster - PC: 4 - Charger - PC: 9
Arcane Tempest Gun Mages - Leader & 5 Grunts: 11 - Arcane Tempest Gun Mage Officer - PC: 4 Tempest Blazers - Leader & 2 Grunts: 11
THEME: Sons of the Tempest ---
GENERATED : 10/21/2017 18:37:42 BUILD ID : 2050.17-09-10
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Post by jisidro on Oct 24, 2017 16:21:57 GMT
Will probably play this at a tournament this weekend... A&H are there to have a unit, easier feat trigger, harm and 2 sources of magic weapons.
What do you guys think?
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Post by jisidro on Oct 31, 2017 17:28:26 GMT
As stated played in a tournament this week, my pairing was H2 and Kraye1... Ended up playing H2 twice and Kraye1 once. Chickened out against Khador Spam (Infantry and Jacks) and went with H2. Played Kraye against a Black Industries list and had some difficulty scrapping the cryx jacks but won on scenario with the minuteman camping the cryx zone and making sure the melee was far far away from my scoring areas.
My Kraye list was: Cygnar Army - 75 / 75 points [Theme] Heavy Metal
(Kraye 1) Captain Jeremiah Kraye [+28] - Centurion [17] - Centurion [17] - Charger [9] - Ironclad [12] - Minuteman [9] - Stormclad [18] - Squire [0(5)] Captain Arlan Strangewayes [0(4)] Journeyman Warcaster [0(4)] - Charger [9] Lady Aiyana & Master Holt [8] - Captain Jonas Murdoch [4]
I want a unit this was the best unit I could think of (This was my test before playing in an all-painted tournament and noone has painted mecks). I quite like A&H. I get 2 shots to apply feat, Harm to help with P+S and a unit to score.
I like the list... unfortunately Seems I won't be getting the second painted centurion... so I need a backup plan.
Here is what I'm thinking:
- Stormclad and downgrade Júnior Charger for a Sentinel. More POW, Shield guard and a easier to swallow sacrificial piece. - Charger and Sentinel on Kraye more pew pew less Centurion and hitting power. Not a fan but lights with Kraye are crazy fun.... - Defender and lose 1pt. Big gun, good hitting power on jacks...
What do you guys think?
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Post by sludgeogre on Nov 1, 2017 16:32:19 GMT
- Stormclad and downgrade Júnior Charger for a Sentinel. More POW, Shield guard and a easier to swallow sacrificial piece. This is what I did in my list, since I only have one Centurion as well. I really like the Stormclads with him as they are bonkers with Reposition 5. I think that one Centurion is usually plenty, but many seem to disagree with me. I think the Stormclads are generally just easier to lose since the Centurion has so much defensive tech, so you have to play pretty cagey with Stormclads sometimes.
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Post by shonkhor on Nov 13, 2017 8:44:37 GMT
Here is my current Kraye Gravedigger list. The trenchers are in there to provide tactical flexibility. Countermeasure is good on commandos (or any stealth unit). The trencher cloud wall also helps against shooting on turn one. After engagement the units provide some tactical flexibility and score zones. I'm still not settled on the jack loadout but I like it pretty good:
Kraye Centurion Centurion Triumph Hammersmith Minuteman Hunter Finn (free) min Trenchers min Commandos
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