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View Full Version : Resurgence - Kraye - 25/35/50



UBomb
01-16-2010, 04:14 PM
I don't really have alot of experience with Kraye and would like some help putting this list together. Here is what I was looking at.

Warcaster Pts 25
Kraye +6

Warjacks 14
Ironclad
Cyclone
Charger

Units 8
ATGM +UA

Solos 2
Squire

Round 2 +10 (11)

Warjack 6
Hunter

Units 5
Stormblades

Round 3 +15

Units 13
Black 13
Stormblade UA
Long Gunners (min)

Solos 2
Arlan

whats82
01-16-2010, 05:19 PM
When I play Kraye I always take at least 2 sentinels. They run ahead of the army and spray down some infantry under guided fire then back up with light cav move. Usually by the time they are engaged your main army is ready to send in your heavies and smash them. Cyclone can do the infantry denial as well but he usually only gets 1 round of shooting before he's engaged.

What your list would struggle with, and this is the problem Kraye usually have, is heavy armour. A menoth jack wall, khador with 2~3 jacks or even cygnar with some arcane shielded jack would be very difficult for you to deal with. Kraye's jacks are highly mobile and very accurate on feat turn, but he does nothing to help them hit harder, and for that reason I tend to take 2 heavy (cyclone does not count as a heavy in my opinion because it is not capable of taking down a heavy) with Kraye, an Ironclad and a hammersmith. 2 ICs would work too, but you really do need something that can reliably take down high arm, and any arm21 jack would give Kraye a lot of headache.

Creaux
01-16-2010, 05:36 PM
I've been having a fun, fun time learning what Kraye can and can't do, and I encourage you down this path!

As to your list--

I don't like the charger with Kraye. You have multiple ranged jacks, and will want to cast Guided Fire, but that causes an inefficiency with powerful shot. If you are shooting infantry, the POW 12 is fine, but to hurt bigger things, you kinda need the boost. You'll have plenty of POW 12s from the cyclone, anyway; it doesn't seem like 4 points and a focus for 2 more is worth it.

Get yourself a sentinel. You don't need the gun, thought it can be nice; you need the shield guard against things like an eHaley defender.

The ATGM are cool, but you already have a decent number of accurate shots (particularly if you take my advice on the sentinel), as well as anti-stealth tech. You need more of an ability to kill hard targets, and you need more of an ability to stay alive. If you do want another ranged unit, swap them out for rangers, who have great synergy with your army. My recommendation is to add mechanics, and then upgrade the IC to a harder-hitter or tougher melee heavy along with a journeyman, or take a lancer.

The lancer lets you use persuit, which (particularly with Ol' Rowdy's countercharge) gives you some gross, gross battlefield control. Being able to advance Rowdy and THEN countercharge is FANTASTIC. He's also able to tie up infantry or neuter heavy 'jacks.

The mechanics and arcane shield, particularly if you swap out the ironclad to a centurion, stormclad or Rowdy will give you a TOUGH linebacker to play with. The sentinel can quickly get the damage from shieldguard repaired back up.

As far as general list principles go, I sort of am feeling pressure to focus on half of Kraye's game at a time. This is probably his biggest weakness.

Guided fire can be a fantastic spell, but you sort of need to commit to it to get anything good back out. If you are going to take a ranged jack, take a few. I haven't done him with the cyclone enough to see if that jack alone makes Guided Fire worthwhile; I bet not.

His feat combined with Full Tilt is great for getting the first charge, but if you just charge in with your one melee heavy, your army is in a terrible position. When I've got ranged 'jacks, I struggle to find an effective time to use his feat.

UBomb
01-16-2010, 11:03 PM
Thanks for the insight.

Took the advice about Sentinel and changed the charger out. As for the ATGM I am going to leave them in because Resurgence is Control point based and Thunder bolt is a great way to take points. Your points about not needing more anti-stealth made sense so I dropped the UA for the ATGM.

Moved the Ironclad to the second round 2 and point in a stormclad in the first round.

Here is what I am now looking at. I have one extra point at the end of round 2 and 3 each that I am not sure what to do with.

Warcaster +6
Kraye

Warjacks 17
Stormclad
Cyclone
Sentinel

Units 6
ATGM

Solos 2
Squire

Round 2 +10

Warjacks 7
Ironclad

Units 2
Field Mechaniks

Round 3 +16

Units 12
Black 13
Stormblades +UA

Solos 2
Arlan Strangewayes

sanj
01-17-2010, 03:12 AM
With your spare point I suggest swapping your Ironclad for a Hammersmith.
It is worth it's wieght in gold in a control point based game.

Allocate it 3 focus, upkeep or cast full tilt and pop your feat.
The hammersmith can charge 13" and do a POW 12 impact hit.
The initial attack is at MAT 8, boosted to hit and damage and will beat them back 1"
The second attack will push them back another inch.
You should have hit with both initial attacks seeing as they are boosted from Kraye's feat so you now get to slam up to 6"
Then you can buy three more attacks with your focus to push them back 3 more times.

All your attacks are boosted to hit from the feat and you get to attack 6 times!
You can push something back up to 12" assuming you don't destroy it!
Even if you do destroy your initial charge target you can try and engage a new target each time you follow up.

AMAZING!

Creaux
01-17-2010, 03:52 AM
I think the 'clad to 'smith could be a pretty good change, too.

The great thing about the stormclad in this list is that you have the flexibility to, should battlefield conditions dictate, fire off a surprisingly accurate shot from the jack to deliver a POW 14 and electro leap. If engaging with the stormclad doesn't make sense, of course--chopping heads off is a highly preferable use.

can_i_post?
01-17-2010, 06:27 AM
When it comes to kraye, I have seen three styles of play.

Melee Assignation: Plays like Circle's pKaya (but she is much better at this)
-Make use of Pursuit before your turn to position Tilted heavy and on your turn pop feat and let it go.

Mix: self explanatory

Range Assignation: Plays like Legion of Everblight seraph spam (but we can still slam)
-Hunters, Chargers, Sent's, and a Lancer dance around the enemy whittling down threats and when the time is right they cap or spear the caster.

Whichever way you decide to lean you will probably need to make use of Pursuit, so I highly recommend a lancer to really reach out and tag your desired target, plus it just makes life easier. XP

UBomb
01-17-2010, 11:52 AM
With your spare point I suggest swapping your Ironclad for a Hammersmith.
It is worth it's wieght in gold in a control point based game.

Allocate it 3 focus, upkeep or cast full tilt and pop your feat.
The hammersmith can charge 13" and do a POW 12 impact hit.
The initial attack is at MAT 8, boosted to hit and damage and will beat them back 1"
The second attack will push them back another inch.
You should have hit with both initial attacks seeing as they are boosted from Kraye's feat so you now get to slam up to 6"
Then you can buy three more attacks with your focus to push them back 3 more times.

All your attacks are boosted to hit from the feat and you get to attack 6 times!
You can push something back up to 12" assuming you don't destroy it!
Even if you do destroy your initial charge target you can try and engage a new target each time you follow up.

AMAZING!

Sounds great. I guess I should have noted that the only two heavies that I don't have are the Smith and Ol'Rowdy. Really need to get the smith but I am not going to be able to before the event.

Thanks for the Advice and Ideas.

jking_3rd
01-17-2010, 09:30 PM
My 35 pts Kraye list is similar:

Kraye +6 41 0
- Squire -2 2
- Sentinel -4 6
- Centurion -9 15
- Cyclone -9 24
Mechanics -2 26
Gun Mages -6 32
- UA -2 34
--Grenadier -5 39
Trencher Chaingun -2 41

I use the Chaingun as my Base and to provide the Grenadier 2 additional Shots from MANUAL RELOAD, both Gunner & Loader count as 2 Trenchers, = +2 shots. Since they have to run forward to give the Grenadier the best advantage they don't shoot my first turn.

My gunmages move up to support the Chaingun with Pushback and Arcane inferno on anything that gets too close. But the UA officer needs to be close enough to give Grenadier his Boost to Damage. I use Snipe Shot on the Grenadier to boost his range to 14". But when I need it, Crit Brutal Shot is nice too.

Grenadier is awesome with his Pow 12 Arcing Fire, with Snipe for 14" range, & Boost to dmg, I can get 4d6 Pow 12. if I'm lucky.

Kraye Casts & upkeeps Full Tilt on the Centurion to give it massive threat range. 8 SPD, +3 charge, +2 reach. I've also had VERY good luck with the Lancer in this position. And even more With Thorn, since he can disengage w/o taking Free Strikes.

The Sentinel is basically a Shield Guard for the Chaingun, Kraye, & ATGM UA.

The Mechanics stay behind to Fix every jack that passes by.

And Mr. Big Cyclone is Kraye's bullet Shield while simultaneously putting out anti infantry Templates.