OK, some thoughts. Please comment.
In terms of the starting premise, I think the bias towards needing anti-incorporeal, anti-tough, and anti-recursion tech depends on how the Cornucopia CID pans out. If the week 3 changes hold, for instance, I am not dropping Jaws or WGK into Grymkin. I’m dropping Wolves. Same thing with Skorne immortals. I like my odds with berserk don’t-come-back-ya’ll doomreavers way more than dropping B3 where the guns might not dent armor, and the jacks will get overrun.
So I think I’m teching against infantry hate. So I need a drop that works well into, say, a Ret, Cygnar or Crucible gunline (although I will say if Crucible is combined arms I’m probably still dropping Wolves if I wind up using Vlad 2 with Graylord since apparating Graylord with HoF get the drop on Crucible’s infantry, at least in my very (very) limited experience. Others please comment and poke holes.
A key question I’m wrangling with is whether or not (to quote
sand20go) the following is cute or good: putting Victor on Malakov. You now have two things on the table that literally Kill All the Things.
This is the best Jaws list I’ve come up with.
Khador - Butcher 3 Jaws & Juniors
Theme: Jaws of the Wolf
3 / 3 Free Cards 75 / 75 Army
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- Greylord Attachment - PC: 0
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Juggernaut - PC: 13 (Battlegroup Points Used: 5)
- Juggernaut - PC: 13
Kovnik Andrei Malakov - PC: 0
- Victor - PC: 34
Sorscha 0 - PC: 0
- Rager - PC: 10
Kayazy Eliminators - Leader & Grunt: 5
Kayazy Eliminators - Leader & Grunt: 5
Stop and thing about this. 13” threat. POW cranks up to 27 with free charges. Yiou’ve got 2 awesome units and 3 solos for scenario, and 4 Heavis plus Vicky who gets Guidance. If your opponent doesn’t want to engage? Fine, you ran 12” your first turn and thereafter you’re kicking ass with the big gun. If they engage? Well Butcher or Vicky can collapse a flank, and you have 12” - 13” threat jacks (Ruin and Vicky at 13).
Needs testing...
On the WGK side,, my standard go-to B3 build has been B3 and 9 rockets. It’s simple. It works. But now my list pairing would be Wolves and I don’t want mass dude spam against infantry hate, so I think I want only one big unit and a Gun Carraige, and 40 points of Winterguard.
So the best I’ve come up with is this:
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Marauder - PC: 11 (Battlegroup Points Used: 5)
Winter Guard Gun Carriage - PC: 17
Kovnik Jozef Grigorovich - PC: 4
Sorscha 0 - PC: 4
- Marauder - PC: 11
Kovnik Andrei Malakov - PC: 4
- Marauder - PC: 11
Gobber Tinker - PC: 2
Winter Guard Infantry - Leader & 9 Grunts: 10
- Winter Guard Infantry Officer & Standard - Officer & Standard: 0
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Mortar Crew - Gunner & Grunt: 0
Two units for two advance moves. A big WGI unit for scenario, and tough no-knock-down. 3 Marauders for redundancy and anti 120mm hate, which helps with what I’m seeing as anti infantry tech. Gobbler could be a Juggernaut, and maybe that’s the right call for Malakov, but I did it this way in the test list to get one more utility solo vs. a jack upgrade. Not sure it’s the right call.
Thoughts?
?