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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?

Cuagau
01-04-2010, 07:08 AM
Having a rediculous threat range is all well and good until Eiryss comes up and shoots one of your casters in the back with disruption (i.e. mortenebra; making the two scary cryx jacks go from being filthy to kittens with no focus), or your jacks get disrupted or knocked down.

You have 6 models on the table. Most people will have A LOT more in 20pts. I don't know what you're meta is like, but Reznik is quite capable of killing Karchev to death if he is upkeeping Tow.

You are gambling on being able to charge their casters so fast and kill them, except every player expects their casters to get charged, and usually places contingencies to compensate. It's a 'you'll only get away with it [towing a deathjack] once' situation.

0ver.d0se
01-04-2010, 01:23 PM
This is a mangled metal/ tooth and claw tournament. Only casters/locks and their battlegroup. So no eiryss.

against opposing warcasters/locks with kd abilites, karchev will probably cast tow, walk, then cast sidearms while advancing in base to base with his battlegroup each turn until I am in charge range.