0ver.d0se
01-01-2010, 03:42 PM
On the 23rd of this month is a mangled metal team tournament at my lgs. Two person teams, and each player gets 20 points. Spells and abilities that say they only work on a friendly faction model will not work on your team mate's models( unless you and and your teammate are using the same faction).
So here is the plan:
Karchev
-Behemoth
-Beast 09
Mortenebra
- Deathjack
- Nightmare
Both are great in mangled metal by themselves, but thanks to the wording of karchev's tow spell, they will make a deadly assassination team.
Tow says up to 3 "friendly" warjacks can be placed with tow. Not faction, simply "friendly". So karchev can tow around the deathjack and nightmare.
So lets say one of the enemy warcasters is nightmare's prey. Lets also say the prey is living. First, mortenebra casts Terminal Velocity and then charges something far away( so that her jacks will stay in her control area). She might also pop her feat before charging. Then karchev goes, and with the deathjack and nightmare behind him, he runs choosing +2 movement at the beginning of his activation. So he runs 10", and turns around so that nightmare and dj are facing the enemy. That is a free 12" move for the deathjack and nightmare. Now nightmare could go, and assuming there was a charge lane to the enemy caster, he could either charge 13"( spd 6 + 2" if within 10" of prey + 2" for terminal velocity + 3" for charge)for free at the enemy caster, or simply walk 8" if he didnt have a straight line to charge and started within 10" of the prey. And he has reach, mat 10, pow 18, and boosted attack rolls within mortenebra's control area. His imprint gives him ghostly so he can ignore terrain and free strikes.
So that is a 27" threat range. 12" from tow, and then a 13" charge, and reach. That is disgusting. And if you could get the deathjack with Over run on it to kill something after karchev towed them, that would give nightmare another free 6" move, for a total of 33" threat range.
and of course I will have beast and the behemoth to wreck face with as well.
So what would you guys watch out for? Does this sound like a good plan?
So here is the plan:
Karchev
-Behemoth
-Beast 09
Mortenebra
- Deathjack
- Nightmare
Both are great in mangled metal by themselves, but thanks to the wording of karchev's tow spell, they will make a deadly assassination team.
Tow says up to 3 "friendly" warjacks can be placed with tow. Not faction, simply "friendly". So karchev can tow around the deathjack and nightmare.
So lets say one of the enemy warcasters is nightmare's prey. Lets also say the prey is living. First, mortenebra casts Terminal Velocity and then charges something far away( so that her jacks will stay in her control area). She might also pop her feat before charging. Then karchev goes, and with the deathjack and nightmare behind him, he runs choosing +2 movement at the beginning of his activation. So he runs 10", and turns around so that nightmare and dj are facing the enemy. That is a free 12" move for the deathjack and nightmare. Now nightmare could go, and assuming there was a charge lane to the enemy caster, he could either charge 13"( spd 6 + 2" if within 10" of prey + 2" for terminal velocity + 3" for charge)for free at the enemy caster, or simply walk 8" if he didnt have a straight line to charge and started within 10" of the prey. And he has reach, mat 10, pow 18, and boosted attack rolls within mortenebra's control area. His imprint gives him ghostly so he can ignore terrain and free strikes.
So that is a 27" threat range. 12" from tow, and then a 13" charge, and reach. That is disgusting. And if you could get the deathjack with Over run on it to kill something after karchev towed them, that would give nightmare another free 6" move, for a total of 33" threat range.
and of course I will have beast and the behemoth to wreck face with as well.
So what would you guys watch out for? Does this sound like a good plan?