|
Post by Rowdy Dragon on Mar 23, 2017 2:20:01 GMT
I'm going to need to really learn the Jackmarshal rules. I don't know if this is "sorry Menoth." Are you really going to Marshall more than one jack? It's more like "eat that, you pesky incorporeal model." Its actually might be worth Marshalling outside of that (Also you can only marshal 1 jack at a time). A Jack Marshal can provide +2 Melee Damage and an extra attack. So that combos well with focus. Or Provide +2 Damage on a ranged attack when aiming. Blessed means that whatever bonus you get you don't have to worry about counter buffs. So A Charge, an Extra attack, and +2 Damage on those attacks really isn't bad. Whilst not an instant "Take That!" to menoth, its pretty good in all honesty.
|
|
benkei
Junior Strategist
Posts: 244
|
Post by benkei on Mar 23, 2017 2:34:28 GMT
I don't see him marshalling melee jacks as it will be hard to get Blessed when u send the jack barreling in and try to get a SPD 4 rheumatic old wizard within 7'' of it.
|
|
|
Post by Rowdy Dragon on Mar 23, 2017 2:35:40 GMT
I don't see him marshalling melee jacks as it will be hard to get Blessed when u send the jack barreling in and try to get a SPD 4 rheumatic old wizard within 7'' of it. Maybe with Kozlov Actually. His feat Provides the speed boost to one and all! The Armor Buff Also is nice for survivability.
|
|
|
Post by Voodoogk on Mar 23, 2017 3:11:19 GMT
Think about behemoth jack marshalled under z2. give him two seers, I mean its behemoth right? Every turn he hits for two pow 16 fully boosted blessed magic shots. On feat turn you send him in with a full focus load and crush. he's pow 14 with 6 attacks blessed... nothing will survive this.
edit: Also pow 9 blast damage
|
|
|
Post by Cryptix on Mar 23, 2017 3:16:15 GMT
Think about behemoth jack marshalled under z2. give him two seers, I mean its behemoth right? Every turn he hits for two pow 16 fully boosted blessed magic shots. On feat turn you send him in with a full focus load and crush. he's pow 14 with 6 attacks blessed... nothing will survive this. edit: Also pow 9 blast damage Can't Marshall character jacks.
|
|
|
Post by Voodoogk on Mar 23, 2017 3:21:31 GMT
old rules dude you can totally marshal characters in mk3
|
|
|
Post by Cryptix on Mar 23, 2017 3:38:30 GMT
old rules dude you can totally marshal characters in mk3 Oh shit boi. I've been doing things wrong this whole time. More importantly, RUIN WITH FORGESEER.
|
|
|
Post by Rowdy Dragon on Mar 23, 2017 3:40:00 GMT
Huuuh..........................Whilst INCREDIBLY Risky, A Behemoth Might just kick some Major Ranged Ass!
|
|
|
Post by Cryptix on Mar 23, 2017 3:44:17 GMT
I got an idea.
Forgeseer - Rager Forgeseer - Behemoth
I call it the Big Gun module. 44 points. Rager helps keep everyone safe while Behemoth takes out heavies.
EDIT: 1000th post on forum whoohoo!
|
|
|
Post by sand20go on Mar 23, 2017 3:50:29 GMT
Huuuh..........................Whilst INCREDIBLY Risky, A Behemoth Might just kick some Major Ranged Ass! Keep in mind that if you LOSE the jack marshall Behemoth isn't inert. He is "simply" autonomous. With the new rules about putting him back under your casters battle group less punishing you COULD do that if you want to keep him around for the end of end games.
|
|
|
Post by Rowdy Dragon on Mar 23, 2017 3:54:45 GMT
Keep in mind that if you LOSE the jack marshall Behemoth isn't inert. He is "simply" autonomous. With the new rules about putting him back under your casters battle group less punishing you COULD do that if you want to keep him around for the end of end games. I knew that. Its still a risk though. Keeping the Behemoth Near the Warcaster is a good idea as a result.
|
|
benkei
Junior Strategist
Posts: 244
|
Post by benkei on Mar 23, 2017 4:57:53 GMT
Think about behemoth jack marshalled under z2. give him two seers, I mean its behemoth right? Every turn he hits for two pow 16 fully boosted blessed magic shots. On feat turn you send him in with a full focus load and crush. he's pow 14 with 6 attacks blessed... nothing will survive this. edit: Also pow 9 blast damage 33 points is almost 3 Juggies
|
|
|
Post by Rowdy Dragon on Mar 23, 2017 5:02:13 GMT
Well in Theme the Behemoth Pays for the Seer itself automatically. So that's neat.
|
|
|
Post by Soul Samurai on Mar 23, 2017 7:31:36 GMT
So I guess I was pretty close with Spellpiercer. Nice to finally have some Blessed weapons in Khador; that's something I've wanted for a long time. As nice as it would have been for him to be able to hand out Blessed to any jack, it might have been a little bit OP? It feels like it to me at least.
So, my first impressions:
Battle wizard on a MAT 6 is a bit too unreliable to actually plan to use, but it's nice to have. Hoarfrost is interesting, especially with Z2. 4 points is honestly less than I was expecting, but I don't think he would have seen too much play at 5, so it sounds appropriate to me.
As a jack-marshal, he's not nearly as good as Andrei for the same cost, but blessed magical weapons can solve some problems. Also, it's nice that he's still useful even after his jack dies. I can see taking one with a Juggernaut, especially under a Boundless Charge caster. Makes me wish we still had an Aggressive jack...
Not sure I like him with a Destroyer: it's still only one focus for boosting, on a RAT 6 "Take Aim" shot. I guess you could aim and also use "Striker True", for RAT 8? That's not bad, but... not worth it unless you're building for Menoth in my opinion. Of course I'm usually wrong, so... I dunno. I guess you can use Take Aim and Hoarfrost for two unboosted magic POW 14 AOE attacks into infantry if you need to, so I suppose there is versatility there, but I think he's still a bit of a victim of Khador's lack of cheap gun lights.
I feel like you end up wanting two of them, to be able to give a jack two focus as well as Crush so you can send a fully fuelled beatstick with blessed weapons into something with Arcane Shield or whatever; at that point one jack should actually have a fairly good chance to one-round a heavy, but that's 8 points of support for a single (probably 12 point) jack; not sure it's worth it? Especially since you're still lacking a speed buff, which is something that a Khador jack really wants if you're bringing it for melee.
One of the problems he has as a jack marshal is that Ruin is only one point more expensive than this guy with a Juggernaut, and is pretty much just straight up better: he doesn't just ignore defensive spells, he takes them away completely so the rest of your army can finish the job, he has Sacred Ward, he runs off souls, he's still in your battlegroup, etc. Maybe bring a Forge Seer with a Marauder: that's a 14 point module that will terrify armour-buffed colossals (again, especially if you have Boundless Charge)?
I can see taking one or two with Strakhov: with some extra focus to give his jacks, he might be able to afford to cast Overrun twice on feat turn for two fully fueled free charging hit-and-run jacks. That might be worth 8 points? Does Strakhov's feat give free charges to non-battlegroup jacks? It didn't in MkII, I don't think that's changed sadly.
When I started Warmachine I bought the old metal Khador battlebox (pSorscha and the two jacks), and then added a MOW Kovnik, Koldun Lord, Berserker and a multijack. So the Kovnik and Koldun Lord were some of my very first purchases, specifically so I could run them with jacks. So I have really mixed feelings about the fact that this new model is straight up better than either of them at that job now (although with Power Up being a thing now and no access to a cheap Agressive jack I'm still not sure he's worth running as a jack marshal). I mean, he's kind of the two mashed together really. This means he's a cool model that I would have liked to own instead of having bought those two... but I did buy those two, and now they are basically useless to me.
Ah well, they were already useless to me this edition, this guy doesn't actually change that.
|
|
|
Post by Soul Samurai on Mar 23, 2017 7:37:26 GMT
Looking at him, Beserkers could work as well as sacrifical missiles. 3 Attacks at P+S 19. I think that's P+S 18? At MAT 5? Take a Marauder for one point more and you at least get MAT 7, plus more armour, extra dice against Colossals, and the option to slam stuff.
|
|