I'm also really liking the idea of Feora3 with 2 Gun Carriages. You lose a ton on free points, but you can fit 2 carriages with 2 units of heavy cav if you sacrifice Choir buffs. I don't think Choir is totally necessary at that point, though. Gun Carriages are massively bulky and shoot at POW 18 with her.
I'd still rather Vengers over Uhlans, but I think it's going to come down to personal preference on which is better 80% of the time.
I'm really liking the Outriders, though.
FUnny thing (and it suggests a good theme) is that I think Vlad3 is going to LOVE flame riders (whatever they are called). With Dash and the feat (and HOF) they really could get in, do a ton of work, and then get away, maybe leaving one of their poor members to die as a great big hunking jammer.
And I agree - I think Vengers over Uhlans is going to come down to ownership/money etc.
One interesting thing - unless I don't know my Menoth - With Markov the Uhlans get Tactician. Not sure that matters TOO much but it provides a way for them to be B2B and not get screwed up with charge lanes. Points are tight though - he is an expensive addition depending on how the free stuff falls out.
And I would say - the Champions+Drakun combo is really strong. Having COunter charge AND retal strike likely in close proximity. yyummmmm....
Well, I took the following today: Kreoss3 War Dog Fire of Salvation Decimator Choir of Menoth Vassals of Menoth x2 Wrack x2 Max Vengers x2 Max Outriders Champion of the Order of the Wall Yuri Manhunter
Garryth2 Fane Knight Guardian Siren x4 Dawnguard Tridant Arcanist Mechanik x2 Artificer x2 Max Sentinels + UA + 2 Soulless Escorts Max Destors
Sadly cannot provide battle reports, as I do not have a sufficient recollection of the games. What impressions I do have follow:
First game was a slaughter, with me being the slaughtee. My opponent is far better than I, and I have yet to find a way to crack Garryth2. I was focused too much on playing around with Outriders (because Arcane Ward bringing them to DEF17 is quite amusing), resulting in the Vengers dying easily, and me being systematically torn apart.
Lessons Learned: 1) Even though DEF17 is tempting, put Arcane Ward on Vengers to stop Mortality. 2) Outriders cannot reasonably be expected to kill Sentinels, no matter how many you get under the template, under the mini-feat. 3) Kreoss3 really dislikes seeing Sentinels with multiple Soulless Escorts. 4) Sirens have Oracular Vision. Who Knew?
Second game, my opponent played the same, I swapped the Decimator and Wracks for a Spriggan. This game went far better, with me using the greater speed of cavalry to redeploy turn 1 to more favorable engagements (Outriders and Vengers swapped, to get Outriders vs Sentinels for killing post-mini Feat, and Vengers to have two units of Vengers to deal with Destors, double Siren and Trident). Unfortunately my opponent had to leave half-way through, but when we ended I was in a position to MAYBE kill a Siren with the Spriggan (misplay, used Fire to free the Spriggan's lane, when should have done the reverse and sent Fire at Sirens), kill 2 more Sentinels (leaving him on 5), kill the 2nd-to-last Destor and Trident. So basically, if everything went perfect, he'd have 5 Sentinels + 1 Soulless, the Archon, 3 Sirens, 2 Artificers and a Destor (plus support) going into his turn, I'd have Spriggan, Fire, 5 Vengers (unit of 1 and unit of 4), 4 Outriders, Yuri, Manhunter, and support, with my feat still available and his burned.
Lessons learned game 2: 1) Go back to the Decimator. Spriggan's not worth it. 2) USE YOUR SPEED! Get the engagements you want 3) Void Archon is far less devastating when it has no souls. Still scary when fueled up
Thoughts on Warriors of the Old Faith Theme: -Line Breaker is cool in theory, but it's really boosting something that doesn't need it. I impacted maybe twice between two games, and boosting the roll did nothing. -Manhunter/Yuri feels really out of place. I get cav solos are too much to offer free, but current options are...poor. I'd personally suggest either Paladin Solos (NOT unit, lets differentiate a bit from Faithful Masses) or Punch Monks. Both are old-school religious orders, both give good scenario-grabbing options for lists that otherwise want to race forward. -I don't get the Kossite Woodsmen option. They are a very strange option for a theme list focused on cavalry, and don't really offer super-interesting options. -So far, Khador jacks with Choir don't feel too egregious, which was one of my biggest concerns. I'm sure it can be broken, but at least I haven't been able to yet. -The reroll starting roll is fantastic. I won both times (woot!), which works really well with how important going first is for this list.
Khador jacks already tend to punch hard; plenty of in-faction stuff to make them hit harder.
Not sure about the decimator with K3. He might be more interested in, say, a Grolar.
Feora3 is probably the one to brush up decimators. How? Battle and Incite means RAT6 ROF2 POW19.
Though the really dumb shit is running Grolars with her: P+S24 knockdown hammer followed by a P+S21 fist followed by d3+2 RAT6 POW16 shots.
Subtract 2 from the melee hits if Redline is elsewhere :v
Problem with Grolar is cost. I'd have to lose either the War Dog or Champion. I can play around with the points some more, maybe there's a way. But I def consider Double Vengers + Vengers + Fire of Salvation to be non-negotiable with Kreoss3.