Just as the title says: what is the best way to use reinforecements in an upcoming SR tournament?
Just as the title says: what is the best way to use reinforecements in an upcoming SR tournament?
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I'd rather eat your smelly socks than taste your half-baked homebrew
Max IFP with Standard... quick and smashy.
Also had success with Niss Hunters, Boom howlers, Doom Reavers and Widowmakers and my personal favorite, Min Uhlans and Yuri
Depends on my caster. But in almost any situation I'd say 10 WG + UA with Kovnic Joe leading them would be a welcome sight in any list. Sure we'd be missing the rockets for a true Deathstar but the WG have the speed and range that they could most likely help me out by the second turn they were on the board and with Joe they can do almost anything.
Ace Frehley - I may not be able to read sheet music, but I can show you how to make your guitar shoot flaming rockets!
I was thinking min uhlans and eliminators. Being able to ensure the uhlans get that big charge off is just too good.
Sidenote: I think kossites will be hilarious, having the capacity to counter ambush enemy reinforcements and either wipe them or at least encircle them and prevent further movement.
This would be a bad idea and here's why:
SR lists are constructed as a whole. Which means your list is "these models + these reinforcements." If the scenario doesn't involve reinforcements your list for that round is just "these models." And since it's unlikely you will play more than one reinforcement scenario in a tournament (although it is possible) Making WGI + Joe your reinforcements means you are essentially losing WGI + Joe for most of the tournament.
Additionally, since the reinforcements are part of your list and character restrictions are on by default, that means you could not include Joe in your 2nd/3rd/etc... list, there by completely denying you a WGI deathstar package in any of your lists.
The only character models you'd want to place in your reinforcements are ones you aren't planning on taking in your lists anyways due to just being funky, being specialists, or just not having the points.
I've had OK luck with Doomreavers + UA and a Manhunter in the one SR I've played so far. It's a nice way to pop them up to the midfield without having to take shots on the way in, and the Manhunter has fearless so he can deploy with them. But my options are limited by the models I own so...
Last edited by ForestZ; 04-09-2012 at 09:05 AM.
My Icy Khador
"Either way, sometimes an Exemplar gets in the way of your horse and you have to put a spear in his face."
- PPS_Dougseacat
Some other ideas off the top of my head:
Sniper squad: Widows, Marksman, Kell, and another 2-pt solo.
Yuri, 2 Manhunters, Eiryss
Doom Reavers, Drakhun (no dismount)
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Chris (aka GlassJaw)
How about rifle corps? A min unit still gives you the full supression template. Still plenty of points for something else.
Thanks for all the good input. I'm currently leaning towards:
1. In my 25 MoW eIrusk army: Mortar, Yuri and 2 manhunters. The Mortar is obvious, the manhunters and Yuri can guard my flanks while the heavier force advances.
2. In the eSorchs WGI army: I'm less sure. Maybe Fenris and something or maybe full Iron Fangs Pikeman although I'm concerned about too many models on the board.
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I'd rather eat your smelly socks than taste your half-baked homebrew
Feneris + Drakun/w dismount would be a fast and deadly duo to add to anything.
Havent done a game with the reinforcements rules. Do they show up later in the game ?
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Steamroller rules at bottom of page.
New to Khador? Check this out:
Khador Starter's Guide
Chris (aka GlassJaw)
My Icy Khador
"Either way, sometimes an Exemplar gets in the way of your horse and you have to put a spear in his face."
- PPS_Dougseacat
Minimum kayazy, underboss, and eliminators.
Boxus -Rocksong Family Mercenary Company alchemical fixit PygmyOriginally Posted by Valander
I actually had decent luck with Uhlans. Being able to flank deploy, then have 16" of movement to get completely around your opponent's line can really put them in a spot. They will HAVE to turn something around to deal with them, they can't let you get 3 MAT 9 POW 16 crit knockdown shots on their caster. And if they are turning around a big chunk of their army, that gives you another round of shooting/advancing to get into ACE-2-FACE range.
I also liked bringing Orin Midwinter on flank, he can really screw Ret up.
-Rick
Alexia and the Risen + Valachev. eEiryss.
It really depends almost completely on the caster and the list. I want my reinforcements to be able to make an immediate difference, but since you don't always get to use them (it's actually only a small minority of scenarios that allow them) they can't be key pieces either. Using something as reinforcements is not a way to keep it safe until a later round and get it up the table without your opponent having a chance to go after it, although that is definitely a consideration I make when picking them. I'm thinking about the Demo Corps, for instance: usually not a part of my basic game plan but they can have an immediate and big impact if I can get them where they need to be, and it's the kind of unit you often need to protect while they get upfield.
Croe's Cuthroats.
I usually wait to turn 3 to release them. Then everything has their back to them.
Depends on scenario and how far enemies are from my deployment zone