hocestbellum, you have the gist of it. If I didn’t brain fart on Ghostly, the matchup plays much differently. I won’t take away an earned win by my opponent, but I think I have a good game into Banes if I replay the matchup.
Five jacks was definitely sufficient in the 3rd match. Vlad 1 is just such a hit and damage fixer. The nice thing is that my rocket and feated Marauders all threaten 14”, so when my opponent closed to use his Vulcan - which he had to do for it to not be a wasted piece of tech - he put himself in my threat range. Actually, the turn prior (since he went first) I was able to move several rockets within range of his stuff, allowing for some nice chip damage.
In my games with the list so far (this iteration and the pre-oblivion version) I’ve found I don’t need quite so many dudes on the board and want to try this:
War Room Army
Khador - Vlad 1 WGK - Jack Heavy
Theme: Winter Guard Kommand
75 / 75 Army
Vladimir Tzepesci, The Dark Prince - WJ: +28
- Greylord Adjunct - PC: 0
- Marauder - PC: 11 (Battlegroup Points Used: 11)
- Marauder - PC: 11 (Battlegroup Points Used: 11)
- Marauder - PC: 11 (Battlegroup Points Used: 6)
- Destroyer - PC: 14
- Destroyer - PC: 14
Kovnik Apprentice Kratikoff - PC: 0
- Destroyer - PC: 14
Kovnik Jozef Grigorovich - PC: 0
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 Rifle Corps - Leader & 5 Grunts: 8
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
- Winter Guard Rocketeer - PC: 2
Candidly, this is a net gain in bottom of 1 or top of 2 shooting, since the WGI are too short ranged to do anything. I find my models are getting in the way of themselves. The rifle corps, however, with 14” and practiced maneuvers have been pure gold and playing like champs. Instead of 9 pow 12 rockets, Ithis list brings 6 rockets and 3 boostable POW 14 guns with a more troublesome AOE. And then, it comes with a 6 heavy.