Post by Armchair Warrior on Mar 19, 2017 23:07:38 GMT
I'm playing in a local tournament next Saturday. My list pairing has been Karchev & Butcher 3, and I don't want to change up the mix but to want to adjust my lists. I've been winning about half my tournament games, locally and regionally (3-2 at CaptainCon).
Locally, we have a bit of everything except for CoC. My biggest concerns are (a) not clocking myself out, (b) Wormwood, and (c) Zaal1/Zaal2 dudespam from an incredibly skilled player. I should probably add JVM (he moved here recently) to my list of problems, but problems have solutions and the solution here would be "play better" which really isn't practical advice you can get on a forum.
In my pairing, I plan to drop Karchev into anything that doesn't completely freak out Karchev and a bus full of warjacks. Butcher should handle everything else. I'd put WW in the Karchev column, and Zaal dudespam - and weaponmaster dudespam and jack hate in general - in the Butcher column.
I've been playing Karchev in theme with 7 jacks and winterguard support, but am wondering whether the advance moves are really worth what you give up. In terms of my playstyle, I generally prefer putting up Road to War on turn 1, and then relying on some ranged support on turn 2 to start the RTW chain. I'd like to try going to 8 jacks for this upcoming tournament and have 3 potential builds in mind. All of them have 2 Kodiaks because (a) I own 2 Kodiaks, and (b) my LGS plays with a lot of terrain.
* 1. Karchev's 8th Kommand - 2 Kodiaks, 3 Juggernauts, 3 Marauders, 2 Mortars, 1 Mechs (min). This gives me 2 advance moves. I park the Mortar's behind Karchev for sac pawn and either shoot squishy support or whatever the Marauders hit.
* 2. Karchev's Krazy 8 - 2 Kodiaks, 2 Juggernauts, 3 Marauders, Behemoth. Behemoth parks next to Karchev and uses the Bombards until late game. Mostly I wanted to prove to myself that I could fit Behemoth in a list with 8 jacks, and then I did, and like the result. I think I'd look at this as an opponent and say, "Holy crackamolie, how did you fit in 8 jacks...with Behemoth!" I don't love the lack of repair tech.
* 3. Karchev's Lucky 8 Ball - 2 Kodiaks, 2 Juggernauts, 2 Marauders, 2 Destroyers, Orin, Gobber. I'm using the Destroyers as my ranged tech. I like symmetry, and deployment is simple... Karchev in the middle, and a full four pack on each side. I haven't put Orin in with Karchev before, but I have found the only way he really dies is if you get an -2 ARM spell on him. Heck, maybe I could even drop this into Haley double stormwall... (Eat THAT, TK!)
For Butcher, I've been playing him in theme. This is what I brought to CaptainCon.
**Butcher's Blitzkrieg**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Kovnik Jozef Grigorovich - PC: 4
Kovnik Andrei Malakov - PC: 4
- Juggernaut - PC: 12
Winter Guard Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Mortar Crew - Gunner & Grunt: 0
Winter Guard Mortar Crew - Gunner & Grunt: 5
Turn 1, I advance move the Kodiaks and Malakov's Juggernaut, put Redline up, use Energizer, and run everything. It's hilarious. If I go first, the Kodiaks end up 23" up field, and the Juggernaut is at 25".
What I don't love about this build is the Riflecorp don't work against high ARM targets... Beasts in general, Immortals (especially at +2 ARM). Also, there's no Marauder so the Mortars are just drifting, and if I'm teching against Skorne I'm worried about blast immunity.
In theme, I have this alternative. I own 3 more rockets, and could do 2 min units of either WGI or WGRC, but I listed clocking out as one of my chief concerns and in a practice run with Vlad and all the rockets I really struggled to not clock out.
**Butcher's Kommand**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Kovnik Jozef Grigorovich - PC: 4
Winter Guard Rifle Corps - Leader & 9 Grunts: 13
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Infantry - Leader & 9 Grunts: 10
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Infantry Officer & Standard - Officer & Standard: 0
In terms of clock, I think I can handle two big units...mostly, I just start using CRAs. The Rockets and WGI are great against Skorne in particular, and I like the POW 12 sprays just in case I'm running into anti-stealth, Irusk 2, or the like.
Out of theme, I have this build. It's the same jack package as the Kommand set-up. It has good anti-infantry hate with the Widowmakers and Eliminators, some butcher-delivery-system support with Orin and a Bokur (I don't own 2 Bokur), and with 7 points left I put in Eiryss.
**Butcher's Black Ops**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Orin Midwinter, Rogue Inquisitor - PC: 5
Ogrun Bokur - PC: 5
Ragman - PC: 4
Eiryss, Mage Hunter of Ios - PC: 7
Kayazy Eliminators - Leader & Grunt: 5
Kayazy Eliminators - Leader & Grunt: 5
Widowmaker Scouts - Leader & 3 Grunts: 8
So... help me think about how to pair up my lists! Thanks!!!
Locally, we have a bit of everything except for CoC. My biggest concerns are (a) not clocking myself out, (b) Wormwood, and (c) Zaal1/Zaal2 dudespam from an incredibly skilled player. I should probably add JVM (he moved here recently) to my list of problems, but problems have solutions and the solution here would be "play better" which really isn't practical advice you can get on a forum.
In my pairing, I plan to drop Karchev into anything that doesn't completely freak out Karchev and a bus full of warjacks. Butcher should handle everything else. I'd put WW in the Karchev column, and Zaal dudespam - and weaponmaster dudespam and jack hate in general - in the Butcher column.
I've been playing Karchev in theme with 7 jacks and winterguard support, but am wondering whether the advance moves are really worth what you give up. In terms of my playstyle, I generally prefer putting up Road to War on turn 1, and then relying on some ranged support on turn 2 to start the RTW chain. I'd like to try going to 8 jacks for this upcoming tournament and have 3 potential builds in mind. All of them have 2 Kodiaks because (a) I own 2 Kodiaks, and (b) my LGS plays with a lot of terrain.
* 1. Karchev's 8th Kommand - 2 Kodiaks, 3 Juggernauts, 3 Marauders, 2 Mortars, 1 Mechs (min). This gives me 2 advance moves. I park the Mortar's behind Karchev for sac pawn and either shoot squishy support or whatever the Marauders hit.
* 2. Karchev's Krazy 8 - 2 Kodiaks, 2 Juggernauts, 3 Marauders, Behemoth. Behemoth parks next to Karchev and uses the Bombards until late game. Mostly I wanted to prove to myself that I could fit Behemoth in a list with 8 jacks, and then I did, and like the result. I think I'd look at this as an opponent and say, "Holy crackamolie, how did you fit in 8 jacks...with Behemoth!" I don't love the lack of repair tech.
* 3. Karchev's Lucky 8 Ball - 2 Kodiaks, 2 Juggernauts, 2 Marauders, 2 Destroyers, Orin, Gobber. I'm using the Destroyers as my ranged tech. I like symmetry, and deployment is simple... Karchev in the middle, and a full four pack on each side. I haven't put Orin in with Karchev before, but I have found the only way he really dies is if you get an -2 ARM spell on him. Heck, maybe I could even drop this into Haley double stormwall... (Eat THAT, TK!)
For Butcher, I've been playing him in theme. This is what I brought to CaptainCon.
**Butcher's Blitzkrieg**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Kovnik Jozef Grigorovich - PC: 4
Kovnik Andrei Malakov - PC: 4
- Juggernaut - PC: 12
Winter Guard Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Mortar Crew - Gunner & Grunt: 0
Winter Guard Mortar Crew - Gunner & Grunt: 5
Turn 1, I advance move the Kodiaks and Malakov's Juggernaut, put Redline up, use Energizer, and run everything. It's hilarious. If I go first, the Kodiaks end up 23" up field, and the Juggernaut is at 25".
What I don't love about this build is the Riflecorp don't work against high ARM targets... Beasts in general, Immortals (especially at +2 ARM). Also, there's no Marauder so the Mortars are just drifting, and if I'm teching against Skorne I'm worried about blast immunity.
In theme, I have this alternative. I own 3 more rockets, and could do 2 min units of either WGI or WGRC, but I listed clocking out as one of my chief concerns and in a practice run with Vlad and all the rockets I really struggled to not clock out.
**Butcher's Kommand**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Kovnik Jozef Grigorovich - PC: 4
Winter Guard Rifle Corps - Leader & 9 Grunts: 13
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Winter Guard Infantry - Leader & 9 Grunts: 10
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Infantry Officer & Standard - Officer & Standard: 0
In terms of clock, I think I can handle two big units...mostly, I just start using CRAs. The Rockets and WGI are great against Skorne in particular, and I like the POW 12 sprays just in case I'm running into anti-stealth, Irusk 2, or the like.
Out of theme, I have this build. It's the same jack package as the Kommand set-up. It has good anti-infantry hate with the Widowmakers and Eliminators, some butcher-delivery-system support with Orin and a Bokur (I don't own 2 Bokur), and with 7 points left I put in Eiryss.
**Butcher's Black Ops**
Kommander Zoktavir, the Butcher Unleashed - WJ: +22
- War Argus
- War Dog - PC: 3
- Ruin - PC: 17 (Battlegroup Points Used: 17)
- Kodiak - PC: 13 (Battlegroup Points Used: 5)
- Kodiak - PC: 13
- Juggernaut - PC: 12
Orin Midwinter, Rogue Inquisitor - PC: 5
Ogrun Bokur - PC: 5
Ragman - PC: 4
Eiryss, Mage Hunter of Ios - PC: 7
Kayazy Eliminators - Leader & Grunt: 5
Kayazy Eliminators - Leader & Grunt: 5
Widowmaker Scouts - Leader & 3 Grunts: 8
So... help me think about how to pair up my lists! Thanks!!!