|
Post by hokusfocus on Jan 23, 2019 19:55:18 GMT
I just got myself into Khador by buying a couple of more or less random models 2nd hand. So I've ended up with a rather peculiar collection. Any good ideas of what to do with this? I'm looking to build a 50p list as a start and will then expand to 75, but I'd like to buy as little else as possible.
What I have:
Irusk1 Irusk2 Harkevic1 Sorscha1 Vlad1 Vlad2
Behemoth Berserker *2 Black Ivan Juggernaut
Iron Fang Kovnik Kovnik Andrei Malakov Kovnik Joe
Assault kommandos Great Bears MoW Shocktroopers Widowmaker scouts WGRC
War dog
I'd like to go rather jack heavy, and I guess Jaws is the theme. None of this infantry goes into that however, so I may end up buying a unit of Kayazis or Kossite Woodsmen.
|
|
|
Post by hokusfocus on Jan 23, 2019 20:02:24 GMT
This is one option I've pondered. It's out of theme, but as a start. And then perhaps swap the WGRC for a unit of Kossites (I've never played any ambushing units, would be interesting) to get in theme.
Kommander Harkevich, The Iron Wolf - WJ: +28 - War Dog - PC: 3 - Berserker - PC: 8 (Battlegroup Points Used: 8) - Berserker - PC: 8 (Battlegroup Points Used: 8) - Juggernaut - PC: 13 (Battlegroup Points Used: 12) - Behemoth - PC: 25
Winter Guard Rifle Corps - Leader & 9 Grunts: 13 Widowmaker Scouts - Leader & 3 Grunts: 8
|
|
mrtuna
Junior Strategist
Posts: 117
|
Post by mrtuna on Jan 23, 2019 20:38:30 GMT
I would just go all Warjacks, or mostly warjacks for now. Toss in some widowmakers for shooting and call it good.
You are missing the units to do AC or WGK or any of the other themes very well.
While Vlad1 is not normally a heavy warjack caster, he's "OK" because S&P is just good.
|
|
|
Post by cplmustard on Jan 23, 2019 22:56:04 GMT
This is one option I've pondered. It's out of theme, but as a start. And then perhaps swap the WGRC for a unit of Kossites (I've never played any ambushing units, would be interesting) to get in theme. Kommander Harkevich, The Iron Wolf - WJ: +28 - War Dog - PC: 3 - Berserker - PC: 8 (Battlegroup Points Used: 8) - Berserker - PC: 8 (Battlegroup Points Used: 8) - Juggernaut - PC: 13 (Battlegroup Points Used: 12) - Behemoth - PC: 25 Winter Guard Rifle Corps - Leader & 9 Grunts: 13 Widowmaker Scouts - Leader & 3 Grunts: 8 I wouldn't recommend a full unit of kossites, a min unit will do their job just fine (backline harassment and running into zones). I'd just drop the WGRC to put this in theme and pick up black ivan, he's not an incredible jack and bit overpriced over the regular destroyer, but with hark he's okay. As for what to buy next, I think a battlebox would be an excellent start, another juggernaut would be all the juggernauts you'd need and you get a great beginner caster too. The decimator won't see as much play but he isn't horrible (especially with harks reposition 3), and if you have the arms for it you could make him into a destroyer or marauder, or even magnetize him.
|
|
|
Post by sand20go on Jan 23, 2019 23:10:23 GMT
conflictchamber.com/?c3200O_-0x767wkRkRkW8fcfcg8eKhador Army - 49 / 50 points [Theme] Jaws of the Wolf [Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28] - Behemoth [25] - Berserker [8] - Berserker [8] - Juggernaut [13] - War Dog [0(3)] Kayazy Assassins (max) [15] - Kayazy Assassin Underboss [0(4)] Widowmaker Scouts [8] It will not play too bad. Your investment at this point is about $35. If your opponent doesn't bring magic weapons you can use Windwall to move up your heavy hitters (Jugger and Behemoth). Widows and Kayazy lead the way - KA tieing up this in tarpit mode and then the widows shooting out things your opponent tries to block charge lanes with. Then feat, cast S&P, and clean up with the likely alpha. You also should get some experience with the zerkers "piece trading" as he will need to send decent stuff in to eliminate them and you can counter with Jugger and Behemoth which punch SIGNIFICANTLY above weight. You can almost switch out without any changes (at this point) Hark and then Irusk 2. When you do the Irusk2 switch buy the Widowmaker marksman as your Fire for effect target. Future buys should include rockets for the WGRC and then a mortar or 2 and then you can run Vlad with Rockets in WGK or Irusk2 moving toward the stalingrad list (Irusk 2 and as many winterguards as you can possibly fit in). That list build will also start to open up Sorscha1 to learn "pop and drop" Welcome to the motherland!!!
|
|
|
Post by borderprince on Jan 24, 2019 8:25:22 GMT
sand20go's suggestion looks decent.
Do consider Winterguard Kommand as a jack theme too - the Advance Move benefit is golden with normally slow jacks.
For 50 points I'd consider:
Vlad1
-Berserker
-Berserker
-Juggernaut
-War Dog (definitely not required, but you have the model)
Max Rifle Corps + 3 rockets Widowmakers
Winter Guard Field Gun
Kovnik Joe
Malakov1
-Marauder
That gives you a caster who can use Berserkers well and good shooting. 2 of your jacks (probably the Berserkers) can Advance Move to help get up the field. Soften up with shooting then use Vlad1's feat to send in his jacks. Malakov1's jack doesn't benefit from the feat, but it does benefit from Signs & Portents (a combined accuracy and damage buff) together with Redline (a speed and damage buff). Vlad1 can also cast Boundless Charge on it in a pinch, to get an 11" charge move. Vlad1 and Malakov1 can both hang around fairly near the Rifle Corps and it then becomes hard to kill them with shooting.
For the purchases, you will want rockets for any WG Kommand list, and expanding the list of jacks to include a Marauder is never going to be a bad idea (they are very popular, for good reason). Ideally magnetize the Marauder kit so you can swap the arms and run the jack as a Marauder or a Juggernaut or a Destroyer.
At 50 points the Field Gun is probably a better option than the Mortar as a free model - you are likely to see more hard targets where Knockdown is beneficial, and the Mortar just doesn't hit reliably enough (even with Vlad1 helping it). I generally prefer the Field Gun + Mortar combo for Winterguard lists, but some people do just prefer 2 Mortars for the damage potential.
In theory you could include the Assault Kommandoes in a Winterguard Kommand list, but there really is no benefit to doing so as they currently stand I'm afraid. Maybe if you only play Crucible Guard as your opponents, but even that is pushing it.
|
|
|
Post by hokusfocus on Jan 24, 2019 8:57:16 GMT
Welcome to the motherland!!! Спасибо! Interesting list, I’ll see if a bunch of KAs come my way. Would perhaps consider running Andrei with Behemoth as artillery support and to take some loss off Vlad, as S&P is quite expensive. Theme: Jaws of the Wolf 2 / 2 Free Cards 49 / 50 Army Vladimir Tzepesci, The Dark Prince - WJ: +28 - Berserker - PC: 8 (Battlegroup Points Used: 8) - Berserker - PC: 8 (Battlegroup Points Used: 8) - Juggernaut - PC: 13 (Battlegroup Points Used: 12) Kovnik Andrei Malakov - PC: 0 - Behemoth - PC: 25 Kayazy Assassins - Leader & 9 Grunts: 15 - Kayazy Assassin Underboss - PC: 0 Widowmaker Scouts - Leader & 3 Grunts: 8 THEME: Jaws of the Wolf
|
|
|
Post by borderprince on Jan 24, 2019 9:53:01 GMT
Would perhaps consider running Andrei with Behemoth as artillery support and to take some loss off Vlad, as S&P is quite expensive. I'd generally suggest having Behemoth on Vlad and the Juggernaut (or a Berserker) on Andrei. Behemoth is a great late-game melee piece and only needs 1 Focus in the early game, which means you can still cast S&P and have 2 Focus spare while keeping Vlad nice and far back. Andrei can control something more disposable. A free-charging Berserker at P+S18 with S&P is a good piece trading jack for its cost.
|
|
|
Post by hokusfocus on Jan 24, 2019 13:57:43 GMT
Would perhaps consider running Andrei with Behemoth as artillery support and to take some loss off Vlad, as S&P is quite expensive. I'd generally suggest having Behemoth on Vlad and the Juggernaut (or a Berserker) on Andrei. Behemoth is a great late-game melee piece and only needs 1 Focus in the early game, which means you can still cast S&P and have 2 Focus spare while keeping Vlad nice and far back. Andrei can control something more disposable. A free-charging Berserker at P+S18 with S&P is a good piece trading jack for its cost. Good point – will implement!
|
|
|
Post by hocestbellum on Jan 24, 2019 14:32:42 GMT
Go non-theme.
Going non-theme lets you use more of your models, and if you find a synergy you like (such as MoW Shocktroopers with Irusk) you can start to lean towards that going forwards.
If you're set on jack-heavy, and are certain you want to play in theme, then Jaws is the only option that lets you take Behemoth, but it's not actually a very useful theme. Outside of that Winter Guard Kommand is a better jack theme, as the theme benefits are actually useful, you can still use Malakov, and the infantry compliments the jacks really well by clearing chaff and blocking charge lanes.
Problem is, without Behemoth you're light on jacks, so go non-theme for now.
Going forwards, get some magnets and a heavy warjack kit, or even better two. Then you can field all sorts of combinations of jacks, and can experiment with things like Sorscha1 pop-and-drop, which uses her feat to make an enemy warcaster stationary and then blows them up with Destroyers and Mortars.
If you choose to go the Winter Guard Kommand route, then you want some weapon teams, as they are very good, free in theme, and grant advanced moves to your jacks. A full unit of Winter Guard Infantry would also be a good shout.
As a minimal-purchases option:
[Vladimir 1] Vladimir Tzepesci, the Dark Prince [+28]
- Berserker [8]
- Berserker [8]
- Juggernaut [13]
- Juggernaut [13]
Kovnik Jozef Grigorovich [4]
Winter Guard Infantry (max) [10]
- Winter Guard Infantry Officer & Standard [4]
Winter Guard Mortar Crew [0(5)]
Winter Guard Mortar Crew [5]
Winter Guard Rifle Corps (max) [13]
Where you would need to buy one jack and a unit of winter guard, plus some weapon crews of your choice. To get to 75 points from there, you add another jack, add rockets to the units, and add another weapon crew or the Greylord Adjunct when he becomes available.
|
|
|
Post by hokusfocus on Jan 25, 2019 10:14:57 GMT
If you're set on jack-heavy, and are certain you want to play in theme, then Jaws is the only option that lets you take Behemoth, but it's not actually a very useful theme. Outside of that Winter Guard Kommand is a better jack theme, as the theme benefits are actually useful, you can still use Malakov, and the infantry compliments the jacks really well by clearing chaff and blocking charge lanes. Problem is, without Behemoth you're light on jacks, so go non-theme for now. I just realized I may be able to convert the Black Ivan to an ordinary juggy. Then my initial list would actually be able to go into WGC, dropping Behemoth and just adding a Field gun and the Kapitan. Easy to expand from, too. Perhaps should put one or two Berserkers on Andrei though for early engagement, and be able to keep Juggernauts back for retaliation strike. This should make it easy to expand by adding more artillery, WGI and rocketeers. Theme: Winter Guard Kommand 1 / 1 Free Cards 49 / 50 Army Vladimir Tzepesci, The Dark Prince - WJ: +28 - War Dog - PC: 3 - Berserker - PC: 8 (Battlegroup Points Used: 8) - Berserker - PC: 8 (Battlegroup Points Used: 8) - Juggernaut - PC: 13 (Battlegroup Points Used: 12) Kovnik Jozef Grigorovich - PC: 4 Kovnik Andrei Malakov - PC: 4 - Juggernaut - PC: 13 Winter Guard Artillery Kapitan - PC: 3 Widowmaker Scouts - Leader & 3 Grunts: 8 Winter Guard Rifle Corps - Leader & 9 Grunts: 13 Winter Guard Field Gun Crew - Gunner & 2 Grunts: 0
|
|
|
Post by hocestbellum on Jan 25, 2019 15:56:46 GMT
The Kaptain isn't much use with the Field Gun; he can't give them +2, and Clear! is very niche. A Mortar is a better shout with him, or you could go for the Widowmaker Marksman instead of the Kaptain. But the list looks solid, yeah
|
|
|
Post by hokusfocus on Jan 25, 2019 16:33:57 GMT
The Kaptain isn't much use with the Field Gun; he can't give them +2, and Clear! is very niche. A Mortar is a better shout with him, or you could go for the Widowmaker Marksman instead of the Kaptain. But the list looks solid, yeah Thanks for pointing it out, didn't remember that the +2 was AOE only. Another option would be to switch to a mortar, then. But the Marksman is quite nice too.
|
|