View Full Version : Concept Army List For Strakhov
02-10-2010, 07:25 PM
I'm been cogitating about collecting a Khadoran army for some time now, basically since I began the game 5 years ago. There has always been certain models in Khador that I really liked, but not enough to fill a force, and of course I had lots of interest in other factions and systems. The reason the number of models I liked was limitted was that I invariably only liked the more "modern" looking models. I like the models with a look and weaponry that you could almost expect to be present on teh modern battlefield or in the future. I invariably like any model that fits this criteria, but there weren't many that fit.
Along came Mk2 Forcebook previews and it looks like the Khadoran army is going through modernisation and suddenly there are a bunch of models to populate an army that are modern or even futuristic.
So here is 50 points of stuff I'm looking at collecting that fits the themes of:
2. Urban assault
3. Crowd suppression
Originally it was going to be strongly Assault Kommando themed, but the Bombardiers have replaced a whole unit making it a more mixed force, but hopefully accidentally quite tactically versatile and powerful. How "good" it is will probably depend highly on what Strakhov does (and on how well I play).
Strakhov (Unknown price so I'm going to assume +6 and drop the wardog if he's +5)
Wardog (not exactly modern but being a recent doting owner of a black Labrador, I wants me a puppy)
Devastator (post edit change, devastator would be included for bulldozing down rubble and wreck laden streets, and the ultimate crowd control)
Decimator (giant chainsaw and a very modern looking gun, hopefully he has a nice spell to help it out)
Marauder (My original favourite Khadoran model and now even better. I figure this army would want a marauder around to knock holes in buildings)
Full Assault Kommandos with 3 Flamethrowers (the signature unit for Strakhov, they're versatile, ultra-advanced, and look like a riot squad from hell)
Full MOW Bombardiers (these are the guys that really sell the them for me. I alwasy liked the look of MOW but not the primitiveness of their weapons, now there's MOW with big guns and chainsaws)
Widowmaker Marksman (the snipers, perfect for urban warfare)
Gorman (Nicely thematic and great tactical potential with AKs. Also provides greater toolbox of abilities)
I'm quite excited about playing with this army but not about painting it.
I'll be doing them grey with metallic red armour and on urban ruin bases. Maybe urban camo pattern on the Widowmakers and Gorman.
So far I only own the widowmakers and a warjack wreck marker.
Any advice will be greatly appreciated.
Edit: Edited to swap Devastator in after some cool advice. :)
02-10-2010, 07:31 PM
I'd almost leave the marauder for more troops. Field guns if you want just a modern tone. Riflemen as well.
02-11-2010, 04:34 AM
I quite like the Marauder - it can slam well to set up lots of high pow shots, that are pretty inaccurate otherwise. It is a fun rather than a power model though, shake off does not help it any; adding some mechanics can keep the utility going longer.
I have not played with any of the other stuff except the widows who are obviously good.
2 Decimators will potentially eat a lot of focus shooting, Destroyers use less & have good crowd supression (but if they are the whole point so be it).
All a bit random absent any data let alone exeprience with Strakhov.
02-11-2010, 06:17 AM
Im working on a similar idea myself pinting the whole army in mainly black with reds and metalics the contrast colours. Kind of like a night ops special forces army.
I just hope Strakov is as good as the build up and model.
Think drop one of the decimators for more feet on table.
02-11-2010, 07:37 AM
Urban Warfare you say... hmmm...
I've just placed an order for lots of AKs for my new Zerkova project+my Widowmakers are still unpainted and I don't have a slightest idea what colour scheme I want so I feel inspired now ;P
How do you plan to make Red Metallic? Golden base or some fancy red Tamiya stuff?
Remember that urban camo is like white, blue and grey so if your greys won't be a little on the blue side (which they might - nice contrast with red metal) the Widowmakers and Gorman would really stick out.
My colour theme on my Khadoran jacks is dirty red and green (think dirty Catachan Green) - how would you implement it into urban style? I really like your idea and I think I'd go that direction as well (especially that I love Strakhov's model!)
02-11-2010, 11:45 AM
I was told about a good Vallejo metallic red, (turn signal red) but can't find it. Will have to order it in.
I'm surprised at the colours you said for urban camo. I had in mind a dark grey light grey and dark brown or brick brown as a scheme.
02-11-2010, 12:47 PM
that's what I was talking about, but I've checked and it comes in different flavours as well.
In my defense I play many tactical shooters and urban camo is always on the blueish side - learning life from video games? You're doing it wrong!
I think I'll pursue the military green paint scheme with some red colouring to give it some pop.
Decimators are appropriately modern, but what do you think of Devastator? Looks like a nice tank to me...
02-11-2010, 01:21 PM
Yes the devastator fits my criterion too, but I don't like it as much. I might pick one up eventually anyway. Can't even remember its pt cost. I also think I've already got a lot of crowd control, and need more warjacks killing. Maybe it will depend on what Strakhov does for his warjacks. I might swap a Devastator in for a Decimator. More variety that way.
It has bulldoze, which is nicely thematic being a useful asset in urban warfare streets with wrecks and rubble to push out the way. And grenade launchers certainly fit the riot suppression theme. Would be nice to have open fists and such a focus efficent warjack too.
Edit: Thinking on it some more, I think the devastator actually fits the theme better than the marauder, but I'd have to find 2 points for the swap (gorman). If I swapped for a decimator instead I'd worry about not having enough anti-tank. I also worry that the new plastics make the devvy look too small?
02-11-2010, 03:03 PM
I'd actually swap one of the Decimators for the Devvy. It's much more focus efficient for what it does, and remember that anything in base to base takes an automatic POW18 hit when he opens up. You can charge and the boosted damage is used on that hit; in many ways it'll be more effective than the Decimator since it's autohit (arc nodes hate it) and damn near guaranteed to get there. And if all else fails the Devastator has two open fists, perfect for tossing too-heavy heavies away turn after turn and rendering them impotent. Plus jack variety is the spice of life :)
As for the size, think of it as an armored runt with attitude (I don't think it's that much difference anyway).
02-11-2010, 04:00 PM
I thought it didn't get the boosted damage anymore when charging with ROD. And is the throw far enough to stop a heavy from just shaking off and charging back?
Without the second decimator there just doesn't seem like enough anti-jack. By that I mean being able to buy multiple high P+S attacks. Sure the marauder can do a P+S 20, and the Devvy can do a POW 18, but the decimator can buy rip saw attacks after the first.
I do like the idea of having one of each of my faves. That's how the rest of the army is built after all. And it takes a load off Strakhov. That being said if strakhov has something to buff shooting over mutiple warjacks, it'll have to be twin Decimators.
Maybe I should plan to make one plastic kit interchangeable between marauder and decimator, so I can play different ways.
02-11-2010, 04:05 PM
Hmm, honestly haven't even charged with it since Mk2 came out, so it may have indeed lost that. Most of my opponents tarpit it rather early out of fear.
The other thing to consider is that the Devvy gives you a brick at the front of the lines that can take the charge of damn near anything in the game and stay standing. I've had him debuffed to hell by eDenny and charge by multiple Bane Thralls and still didn't lose a single system. If your opponent has heavy hitters quite often you can bait them out with the Devvy. Then open up, boost that POW 18, and follow up by countercharging a Decimator or other heavy hitter in.
I keep taking the Devyy out of my lists, and every time I do I end up regretting it.
02-11-2010, 04:16 PM
I do like the idea of slamming the devvy through the enemy with the marauder. Just because. Even if it isn't immune to knockdown or anything. You've still probably killed and knocked down a bunch of stuff, and you still have an ARM 25 lump in the middle of the opponent's army that can now just shake off the next turn and go and blow something up. I also like the idea of slamming and throwing flamethrower dudes at the enemy.
And I think bulldoze is fantastic.
I'm going to edit the OP. Thanks guys.
03-04-2010, 05:03 PM
Looking at strakhov's spoilers I thought I'd try ellicit some more input on this concept army. Well its nota concept its an actual possible army.
The wardog can fit in. So that's nice. And at lower points without Gorman I think it might fit his tiers. Not sure on that one yet.
Now I don't think this army makes the best use of his feat, but the melee elements will certainly enjoy a free pathfinder +7 Charge.
He certainly adds a number of great tools to the toolbox the army has already.
Occultation could be great on the Bombadiers or a warjack. Supriority and Sentry I'm not sure who will get either, and I guess it will depend on the opponent and scenario.
He adds to the movement shenanigans of the army with overrun and battering ram.
And pathfinder for himself and assault kommandos is nice too. Allows them to make use of terrain on the approach, and fits my theme very well.
I'm liking the threat range extension he can get with his feat and particularly his warjacks with overrun. I like the idea of being able to get a combo-slam, and ROD or a Ripsaw where I want in a hurry.
The weakness I see is that the list lacks heavy hitters and he doesn't improve damage output at all.
03-04-2010, 05:11 PM
I would say now that we know more about him, Deci is auto with him, and one other jack, either a Destroyer (Sentry), or Beast, big B, Kodiak or sprig. Deci screws with the whole super movement of him, along with triggering Overrun, plust you get either a versitile jack to go along with clearing the paths or assassinating. I would say he is a two jack man and then the rest in Infantry. He works with more jacks easily but he seems to favor ranged jacks with overrun and sentry.
You have to remember, our ranged jacks have more powerful melee then almost any melee oriented jack or beast in the game.
03-04-2010, 05:14 PM
I didn't realise a gun could trigger overrun. Ouch.
03-04-2010, 06:35 PM
I do like the idea of slamming the devvy through the enemy with the marauder. Just because. Even if it isn't immune to knockdown or anything.
Superiority can stop that pesky knock down stuff. You would still have to forfeit something if it activated after being slammed.
Jake the Dog
03-04-2010, 06:48 PM
You might want to try the Kayazy, they may not be futuristic/urban per-se (although assassins can fit any era/setting), they can work well under him as crowd control. Mini-feat on feat turn would be cool.
03-06-2010, 12:50 AM
I was told about a good Vallejo metallic red, (turn signal red) but can't find it. Will have to order it in.
Vallejo also produces a "metal medium" (#70.521 of the Model Color Range, #72.074 of the Game Color Range, according to the catalogue) that could potentially be used to create a metallic color from your favorite "normal" red. I haven't tried it myself so far, so I don't know how the results turn out, especially after blasting the paintjob with a dull sealant.
(# of Turn Signal Red Metallic: 71.070 - Model Air Range)
03-06-2010, 06:52 PM
Wow, thanks. I think I'm going to have to order it online or something.
03-19-2010, 06:35 PM
After seeing the Strakhov tiers I've had a significant change of plan for this army. Full black ops army. Its a lot more spammy and less diverse but I absolutely love what the tiers do for the army, in terms of fitting my theme and ability.
Marauder (as you will see, my warjacks are the only anti-tank, so I didn't go with a devastator)
10 Assault Kommandos (command team - Strakhov's bodyguard)
6 Assault Kommandos with 3 Flame Throwers
6 Assault Kommandos with 3 Flame Throwers (sweeper teams)
Being a tier 4 army allows me to exploit a number of advantages. I can place 3 trench templates, that widowmakers and Strakhov in particular are very resilient within.
Everything but the Battlegroup and the dog has AD, so I can react to the enemy deployment really well and get into position quickly
Having upkeeps in play for free first turn also allows the warjacks and Strakhov to run first turn, to get in position or put the opponent off balance.
two marksmen is awesome because I can have one with the widowmakers and one ranging ahead being annoying with sentry.
The sweeper teams means that I have my flamers in more tactically flexible formations probably on each flank and able to lend support wherever needed.
Obviously the amount of anti-infantry is excessive and the warjacks are the only anti-warjack punch I have, which is a weakness.
Jake the Dog
03-19-2010, 06:41 PM
Decimators are focus-hogs. Strakhov rarely has focus to spare. I would use Kodiaks (Pathfinder helps keep up with the Kommander and his Kommandos) or Destroyers if you need range.
03-20-2010, 12:02 AM
You're probably right. That's probably one decimator more than he can handle, but I like them.
I've never really understood the concept of a focus hog. I don't have to give a Decimator more than a focus a turn if I don't want to. I just hand out focus to whatever needs it.
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