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Post by cplmustard on Mar 7, 2017 9:22:07 GMT
So I'm positive this tech has come up before, but does anyone run zerkova2 with koldun lords? On the feat turn they can run and cast Wind Ravager to really mess with guns from 21" away, on non feat turns they're MA 8 ice cages with boosted attack rolls through occult whispers to help with assassination runs, plus battle wizard for outriders seems neat. Something like this maybe: conflictchamber.com/#b31beW7w7p8h8h8M8Id0d08G8G8686Khador Army - 75 / 75 points (Zerkova 2) Obavnik Kommander Zerkova [+24] - Reaver Guard - Behemoth [25] - Destroyer [14] Koldun Lord [4] Koldun Lord [4] Lady Aiyana & Master Holt [8] - Koldun Kapitan Valachev [4] Greylord Outriders (min) [12] Greylord Outriders (min) [12] Kayazy Eliminators [5] Kayazy Eliminators [5] Battle Mechaniks (min) [3] Battle Mechaniks (min) [3] lots of flexibility, assassination vectors, good protection from guns and high accuracy infantry clearing, plus behemoth as an anchor. The koldun lords' MA 8 mean you can tag a caster for the assassination from pretty much anywhere and hit anything.
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Levyathan
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"I am Everywhere."
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Post by Levyathan on Mar 7, 2017 10:19:31 GMT
Interesting idea, however I find her to be better at running a large number of warjacks like the destroyer and some chaff to eat for sac lamb. Backed up with greylord ternions that keep stuff like Blizzard on a warjack line, thus doing a cloud wall on now def 12 arm 20 warjacks.
Here is my list for comparison:
Zerkova 2 Behemoth Destroyer Destroyer Koldun Lord Koldun Lord Winterguard Artillery Kaptain Winterguard Artillery Kaptain Greylord Ternion Greylord Ternion Greylord Ternion Battle Mechanics Battle Mechanics
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Post by HereComesTomorrow on Mar 7, 2017 10:25:44 GMT
I think people don't like Koldun Lords because they get sniped off the table fairly quickly and trivially.
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Levyathan
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"I am Everywhere."
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Post by Levyathan on Mar 7, 2017 13:19:28 GMT
I think people don't like Koldun Lords because they get sniped off the table fairly quickly and trivially. Yeah, the problem these days is many solos are hard to justify, when in some cases for the same cost you get a warjack / warbeast. The koldun lord i think is just about right, if not a point over costed, or at least for the work he now does since he lost empower.
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zeffid
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Post by zeffid on Mar 7, 2017 13:27:39 GMT
I think Koldun Lord is just a sub-par choice where for the cost of two KL you can get three in the form of Ternion and with discount. MA7 though but with boosted attacks it is only of any significance at DEF 16+. And still Ternions are only justifiable for Z2 list. Very pity (
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Levyathan
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Post by Levyathan on Mar 7, 2017 13:32:28 GMT
I think Koldun Lord is just a sub-par choice where for the cost of two KL you can get three in the form of Ternion and with discount. MA7 though but with boosted attacks it is only of any significance at DEF 16+. And still Ternions are only justifiable for Z2 list. Very pity ( I respectfully disagree that ternions should only see play in Z2, then again ive been having some use of them in any list with more than 3 warjacks, generally on destroyers, turning said warjacks into a wall of advancing smoke and guns that aren't trivial to remove and still put some damage out. Tempted to try the same idea with Mad Dogs, but they aint cheap any more.
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zeffid
Junior Strategist
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Post by zeffid on Mar 7, 2017 13:41:37 GMT
I believe you give up on the speed of advance too much. Talking of scenario play of course.
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Levyathan
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Post by Levyathan on Mar 7, 2017 13:43:29 GMT
Yeah, one of the reasons I don't play scenarios that involve rushing to the middle. (AKA any of PPs)
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Post by HereComesTomorrow on Mar 9, 2017 10:11:07 GMT
I also disagree with Ternions only being for Z2. Old Witch loves them as well.
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wiking
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Post by wiking on Mar 17, 2017 23:49:57 GMT
I also disagree about ternions only with Z2 I like them supporting doomies
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Post by Rowdy Dragon on Mar 18, 2017 0:37:06 GMT
Not sure how the Ternions can support Doomies when they can't be targetted by their clouds.
Man Koldun Lords are like...a silly joke of a design. Unless you REALLY need to shut down that Assault, he mostly does nothing.
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Post by Netherby on Mar 18, 2017 7:20:32 GMT
Yeah, KL has some legit uses in stopping Assault attacks, kill shots, etc. But pretty useless for stopping any real ranged units.
Giving battle wizard to the outriders is also quite good.
I would include one in a Zerkova2 list because there will be at least a unit of Outriders and battle wizard on them is totally worth spending 4 points. I don't really think taking 2 would be worth while, but it would be worth testing it out.
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