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Post by The Snark Knight on Dec 7, 2017 5:01:39 GMT
So, I'm going to try to play in an Unbound game in a couple of weeks. Three casters with 75 point detachments. I suppose I could just mash three lists together but I tend to use a lot of the same models in a lot of lists and I'm sort of at a loss as to what I want to do with what stuff. It's a lot to process and I'm hoping I can get some suggestions.
Here's what I own:
Butcher 1 Butcher 2 Butcher 3 Harkevich Irusk 1 Irusk 2 Karchev Kozlov Vladimir 1
Behemoth Berserker x 1 Black Ivan Decimator x 2 Destroyer x 2 Devastator x 2 Juggernaut x 4 Kodiak x 3 Marauder x 3 Rager x 2 Ruin
Greylord Forge Seer x 2 Iron Fang Kovnik x 4 Koldun Lord x 1 Kovnik Jozef Grigorovich Manhunter x 2 Uhlan Kovnik Markov War Dog x 3 Widowmaker Marksman Winter Guard Artillery Kapitan x 2 Yuri the Axe
Battle Mechaniks + UA x 1 Black Dragons + UA x 2 Doom Reavers + UA x 1 Great Bears of the Gallowswood Greylord Ternion x 1 Iron Fang Pikemen + UA x 2 Kayazy Eliminators x 2 Man-O-War Bombardiers x 1 Widowmaker Scouts x 1 Winter Guard Field Gun Crew x 2 Winter Guard Infantry + UA x 1 Winter Guard Mortar Crew x 2 Winter Guard Rifle Corps x 1
Should I just build the three best lists I can? It feels like it'd be smarter to try to run Jaws for two or maybe even all three, but I could be way off base. I'm probably looking at two detachments of Jaws of the Wolf and one of either WGK or Legion of Steel, though. Maybe I'll buy another unit of Battle Mechaniks. Or more Marauders. Any thoughts?
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Post by The Snark Knight on Dec 7, 2017 23:08:17 GMT
Thinking about running something like this: conflictchamber.com/#c3201b_-0x7a0d0d0d7s7s7s8fhF7whF878HKhador Army - 75 / 75 points [Theme] Jaws of the Wolf (Karchev 1) Karchev the Terrible [+30] - Juggernaut [12] - Juggernaut [12] - Juggernaut [12] - Kodiak [13] - Kodiak [13] - Kodiak [13] - War Dog [0(3)] Greylord Forge Seer [0(4)] - Behemoth [25] Greylord Forge Seer [0(4)] Battle Mechaniks (max) [5] - Battle Mechanik Officer [0(3)] And this: conflictchamber.com/#c3201b_-0f767o7o7p7p8f8tgcgc7Z7Z7S7T7W7-7-Khador Army - 75 / 75 points [Theme] Winter Guard Kommand (Vladimir 1) Vladimir Tzepesci, The Dark Prince [+28] - Decimator [16] - Decimator [16] - Destroyer [14] - Destroyer [14] - War Dog [3] Kovnik Jozef Grigorovich [4] Winter Guard Artillery Kapitan [0(3)] Winter Guard Artillery Kapitan [3] Winter Guard Field Gun Crew [4] Winter Guard Field Gun Crew [4] Winter Guard Infantry (max) [10] - Winter Guard Infantry Officer & Standard [4] - Winter Guard Rocketeer (3) [6] Winter Guard Mortar Crew [0(5)] Winter Guard Mortar Crew [5] And then... Something else. Probably a Butcher, probably Marauders.
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Post by smoothcriminal on Dec 8, 2017 7:21:11 GMT
What I would consider from this selection is: Vlad wgk - s&p is obviously ridiculous for high model count games. B3 smashy jacks - bring all the cheapest melee jacks you can, camp and energize. B3 can handle anything they throw at you in melee. Hark shooty jacks - with s&p our shooty jacks start to hurt a lot. Hark makes them fast and repo back.
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Post by The Snark Knight on Dec 8, 2017 13:18:58 GMT
That was my first thought since it's a multiple caster game, but in Unbound it looks like Signs & Portents only lasts until everything in Vlad's detachment has finished their activations due to the alternating turns. Vlad in WGK probably still a good choice though. I'll have to practice with him, but B3 is also probably a good idea, since I'm fairly likely to face 200+ points of infantry.
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Post by The Snark Knight on Dec 8, 2017 17:39:17 GMT
Right now I'm looking at this for Butcher 3. conflictchamber.com/#c3201b_-0xdI7q7q7t7t7teQ8f8n8n8ychch8eKhador Army - 74 / 75 points [Theme] Jaws of the Wolf (Butcher 3) Kommander Zoktavir, The Butcher Unleashed [+22] - Devastator [14] - Devastator [14] - Marauder [10] - Marauder [10] - Marauder [10] - Ruin [17] - War Dog [3] Manhunter [0(4)] Manhunter [0(4)] Yuri the Axe [0(6)] Kayazy Eliminators [5] Kayazy Eliminators [5] Widowmaker Scouts [8] I'm missing the Marksman though. Not sure if I should get rid of something else to fit him in. Or I guess I could get rid of the Widowmakers all together and get another Mechaniks + UA. Either way, it feels wrong having the Scouts with no Marksman. Maybe I could take a Juggernaut out of the Karchev list and put the Widowmakers in there? Six 'jacks feels awfully light for Karchev though.
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Post by smoothcriminal on Dec 9, 2017 13:13:19 GMT
I suspected s&p would be too good to be true. Anyway, Vlad is our best shooter and a big point game needs shooting. I think you need to minimize jacks in Vlad list and take all the shooting infantry you have.
B3 scales very well to big formats because his kit of pull+flashing blade doesn't care for model numbers. I think he's better than Karchev in a jack brick role. I would probably send widowmakers to Vlad list and take Midwinter/Bailoch/Ashley if you have them. Also consider Alexia if you have her. She's ridiculously good for big model count.
I would still take 3rd list as Hark+shooty jacks even without s&p working on them. Fang spam doesn't synergize well with wg spam.
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Post by The Snark Knight on Dec 9, 2017 17:24:13 GMT
You won't have any trouble talking me out of using Karchev, but losing Signs & Portents on all my ranged 'jacks to pick up a single unit of Rifle Corps with no rockets is a tough sell. I am definitely considering Rifle Corps instead of WGI though. Widowmakers would get S&P but I'm not convinced they need it more than those RAT 4 'jack guns.
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Post by lovehugs on Dec 10, 2017 14:16:06 GMT
Is throwing more money at PP out of the question?
I think Strakhov1 and Hark with a Victor could be a hilarious 3 shots of that big juicy cannon a round.
On a serious note though, honestly I'm not too confident with unbound. I've always felt when I played Hark I don't have enough meat between my guns and the enemy. Whilst when I try Karchev out, I feel like I never have enough gun to clear out their meat.
Are you able to double down on strengths and go a full Hark Broadside jack team and Vlad with WGK artillery/rifles/rockets?
For big battles maybe consider Alexia too. Keep her near windwall Vlad and you'll be at a constant 20 risen with all the marching WGI dropping. She won't go down to magic or ranged attacks and your WGI will just keep serving the Motherland as Risen/Thralls.
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Post by The Snark Knight on Dec 10, 2017 17:06:00 GMT
I've got some money for Warmachine things to relieve Holiday stress, but definitely not enough for a Colossal and maybe not enough for Alexia. And I'm not gonna lie, I may use him anyway because I can see why it'd be good for Unbound... but I hate running ranged Harkevich an awful lot. I'm probably exaggerating but I feel like things Khador 'jacks can shoot without boosting and things Khador 'jacks can hurt with their guns without boosting makes for a very depressing Venn diagram.
What I definitely can afford is three metal rocketeers to go with the other unit of Winter Guard. Or maybe another Winter Guard Infantry + UA. So I could shuffle the Marauders and the Widowmakers to Vlad, which would give him either two full units of WGI or one WGI and one WGRC, two Artillery Kapitans, two Field Guns, two Mortars Crews, and the Widowmakers in terms of shooting. That would leave some combination of Behemoth, Black Ivan, two Decimators, and two Destroyers for Harkevich. Which nets me an extra unit of Winter Guard and Widowmakers with Signs and Portents and probably Black Ivan under Harkevich if I drop one of the other shooting 'jacks. The gun 'jacks lose Signs & Portents. Some combination of Kodiaks, Devastators, and Juggernauts for Butcher 3. I may hate it, but is it better?
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