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Post by Soul Samurai on Nov 19, 2021 3:13:30 GMT
Cool. I've finally started seeing photos of the actual model, and I think it looks good - better than I had expected tbh.
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Post by Soul Samurai on Dec 2, 2021 6:40:45 GMT
FYI: DJ Karchev's card has been added to the card database.
I guess the standard power move will be: 1. Karchev upkeeps Deathward and Onslaught (hopefully one for free); leaves him on 7 focus. 2. Karchev allocates up to 4 focus, one to each attacker: leaves him on 3 focus, with four jacks on 2 each. 3. Karchev Feats and casts Full Throttle; leaves him on 0 focus. 4. Four warjacks charge 11 inches for free with Pathfinder; gain a focus when they arrive putting them on 3 focus each, with boosted attack rolls. 5. At least one warjack should be able to kill something, allowing Karchev to cast Locked Horns for free - alternately he can cast Abattoir if that will help finish off some hard targets.
Does that make sense? I'm thinking maybe it would be useful to keep a cheap warjack in reserve to charge at some infantry models after all the important jacks have charged, to reliably cast Abattoir once the rest are all in place?
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Post by michael on Dec 2, 2021 19:16:58 GMT
I don’t know. Most of my K2 thoughts involve him casting Full Throttle, Locked Horns, Abbatoir, not allocating any, then relying on the feat and a second Abbatoir to act as some more pseudo-allocated focus.
You get 2 focus per jack that way, and two Abbatoir attacks. K2 can even camp one if he benefits from the feat.
Hmm. Of course my version also assumes a free Adjunct upkeep of either Death Ward (preferably) or Onslaught, so I dunno.
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Post by Soul Samurai on Dec 3, 2021 16:21:35 GMT
Casting Abattoir before your jacks have moved sounds a bit situational, and probably less efficient than clearing engaging models with other models leaving focus to allocate. Remember it will be harder to proc Meat when your warjacks have 2 focus each compared to 3. Using Meat to cast Abattoir or Locked Horns would be situational, but Locked Horns is technically more efficient (3 focus spell instead of 2) and easier (you don't really have order-of-activation issues). Of course if Abattoir will help you kill hard-hitting models...
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Post by michael on Dec 3, 2021 16:38:54 GMT
There’s definitely some flexibility, just not nearly as much as the Hungerford-previewed version.
It’s really one of those model I’m going to need to put on the table and try out! There’s a lot going on there!
Oh and because apparently I never said it: your Mechagodzilla looks great, as is normal for the items you post.
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Post by Soul Samurai on Dec 4, 2021 6:24:55 GMT
Thanks! Yeah, he has a lot of tools, which of course does make him very focus-hungry. Looks like he can get all his abilities out to good effect if you plan properly though.
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Post by Armchair Warrior on Dec 9, 2021 2:06:36 GMT
Got a game in with him against Zaal Immortal Spam. Locked Horns and both upkeeps are essential, and getting LH out for free every round wasn’t a problem. Full Throttle just wasn’t an issue, since immortals have no DEF. Abattoir never came up since anything my jacks actually got to died during their normal activations. I can see both of these spells being important against the right opponent. As with Classic Karchev, keeping a camp is critical mid-late game when you need to worry about taking it on the chin, so resource allocation is actually a real thing.
I brought a Death Archon, which in this matchup didn’t help for armor stacking but oh boy is that archon great.
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Post by Soul Samurai on Dec 9, 2021 8:07:23 GMT
So you didn't need the free charge from Full Throttle? Did you have S0 for that, or were you comfortably able to kill things without the free charge? I guess if you allocate up to three, then pay to charge on feat turn, they go back up to 3 anyway?
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Post by Armchair Warrior on Dec 9, 2021 15:28:40 GMT
Yes, Soul Samurai, I had S0 who I think is an auto-include if you’re running WGK or Jaws, but I want to try Armored Korp without her and see if the armor stacking is worth the loss of threat range. I didn’t find I needed to charge more than 2 models outside of feat turn, and on feat turn if you load up with three, then you spend one to charge which you get back. I absolutely think Full Throttle is great spell to have on the card, and in some match ups will be golden, but in this matchup against dude spam and only a few very hard targets I just didn’t need to use it.
Here’s a bat rep from my first game with him.
Karchev & Deathjack, Malignant Fusion - WJ: +27 - Greylord Adjunct - PC: 3 - Victor - PC: 32 (Battlegroup Points Used: 27) - Juggernaut - PC: 13 - Juggernaut - PC: 13 - Marauder - PC: 11
Kovnik Jozef Grigorovich - PC: 3
Winter Guard Artillery Kapitan - PC: 0 Winter Guard Artillery Kapitan - PC: 0 Kovnik Apprentice Kratikoff - PC: 0 - Berserker - PC: 8 Death Archon - PC: 9 Assault Kommandos - Leader & 5 Grunts: 7 - Assault Kommando Flame Thrower - PC: 1 Winter Guard Field Gun Crew: 0 Battle Mechaniks - Leader & 3 Grunts: 2
I didn't know what I would be facing. My list design from a very rusty player had the following in mind:
1. Abuse Death Ward + Locked Horns + Death Archon combo. 1. In particular, bring a Victor to use with #1 above. 1. WGK for (a) shield guard, (b) access to Sorscha 0, and (c) ability to try out Assault Kommandos (which will like the ARM bonus). I brought a field gun to keep close by to K2 for shield guard. 1. Supplement Victor with at least 3 heavies in the battle group. I went with 2 Juggernauts since K2 doesn't have a dam fixer.
I wound up playing against Zaal 1 with a Supreme Guardian all the Immortals, a Void Archon, and a battlegroup including an Ardus Sentinel, Agonizer, and Cyclops (Savage, I think). This wound up being an interesting opponent -- I couldn't knock most stuff down with my field gun, and the Death Archon's aura only works against living models...not too many of those in my opponent's list.
Game summary:
Round 1, I run up and unpack. I boundless charge Vicky and the Beserkery straight up the middle. My opponent unpacks.
Round 2 (see photo), I do a foolish thing and feat early, launching a Juggernaut into the Ardus (killing it) and my Death Warded Victor into his Supreme Guardian (vaporizing it). I know the second move is a HORRIBLE trade, but I want to see how the Victor holds up with his ARM buffs, and figure he HAS to kill the Victor or I auto win, and if he doesn't his stuff will be clumped up nicely for a counter attack. I fail to remember that Zaal 1 has Hex Blast and can casually dismiss upkeeps. My opponent, of course, casts this and launches the bulk of his army into the Victor. It takes nearly everything to bring it down. With his remaining umph he launches Immortals into my Assault Kommandos (only killing 1), Juggernaut (barely scratching it) and Berserker (taking out 1 system).
Round 3: I clear out a good chunk of his army. Between my Beserker and Death Archon, deletes his Void Archon, the objective and a bunch of dudes. My Assault Kommandos clear out the majority of the right unit, and the Juggernaut and Maruader clear out a bunch of stuff to the left. My field gun even gets a nice shot in on the Agonizer. I leave K2 on a 4 camp. On his counter attack, he launches his (incorporeal) left side unit into K2, who shrugs off the attack. He doesn't have enough models left on the board to put up a fight and we call the game as I need to leave for a dinner engagement.
Thoughts on the list: * I liked playing a colossal with him. Needs some testing to see if its just plan better to have more bots on the table. * The Death Archon is great, even without living enemies. * Assault Kommandos are great even when you don't have living enemies for the gas effect. POW 13/15, assault, ARM 20 with Locked Horns. Flamethrowers are great. Artillery Captain on a stick fixes their RAT/MAT even without speeches. * Not sure the field gun was worth it. Mechs got some work in, but not sure they're worth it. 5 points would allow me to max out the Kommandos boat, or upgrade the Jack package, or a mix of both. I would have liked to at least have 2 more flame throwers.
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Post by khadorific on Jan 14, 2022 16:52:56 GMT
I'm thinking of making a steamroller-legal conversion Karchev 2 by smashing together an old Karchev 1 model and a deathjack. (I just still like the look and feel off the old metal warjacks better, and want this model to look more Khador-ish and less Cryxy.)
After reading the conversion rules, I think this'll be legal if I get the weapons right. The left hand needs to be a necroclaw from the deathjack, and the deathjack shoulder skulls (the "skulls of hate") need to go on Karchev's shoulders.
My question is, where's the gun on the new model? On the card, it's not associated with either arm. This sound like a legal conversion?
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Post by khadorific on Jan 14, 2022 17:17:56 GMT
Also, I don't remember seeing the gun on the Karchev 1 model. (It's associated with his axe hand on Karchev 1, but not Karchev 2.) Is it possible there just isn't a physical gun on the new model?
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Post by michael on Jan 14, 2022 18:01:32 GMT
This is sort of "Mark I inside baseball", but Karchev's gun is actually him slamming his axe into the ground so hard that it makes a crevasse. Because he is just that angry.So, it's his axe.
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Post by khadorific on Jan 14, 2022 20:38:03 GMT
Shit, I remember that now! They had a cool piece of artwork with him doing that. That was a spray, so it made sense that he's ripping a hole in the ground from his axe to the end of the spray.
His new gun, "sinkhole," is an AOE rather than a spray though. I don't clearly see a gun on the new model, so perhaps he's still bashing the ground and causing a sinkhole to pop up near his enemy? That's a little less intuitive. Anyone see a gun on the new model I'm simply missing? If not, it seems like we've figured it out. Thanks.
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Post by Havock on Jan 14, 2022 22:25:20 GMT
The crevasse is too frightened to open up near him so it just makes a hole further away.
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Post by michael on Jan 14, 2022 22:47:23 GMT
Shit, I remember that now! They had a cool piece of artwork with him doing that. That was a spray, so it made sense that he's ripping a hole in the ground from his axe to the end of the spray. His new gun, "sinkhole," is an AOE rather than a spray though. I don't clearly see a gun on the new model, so perhaps he's still bashing the ground and causing a sinkhole to pop up near his enemy? That's a little less intuitive. Anyone see a gun on the new model I'm simply missing? If not, it seems like we've figured it out. Thanks. It’s still his axe. There is definitely no separately sculpted gun weapon of any sort. Now it’s just a “Cryx tricky” axe gun instead of a purely anger-powered Khador axe gun.
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