Results 1 to 16 of 16
  1. #1
    Hollywoodxxl
    Guest

    Default pButcher jack theme. Koldun lord auto include forever

    pButcher +6WJP
    3 X zerker
    kodiak
    behemoth
    koldun lord

    butcher always went 1st full throttle. Iron flesh lord. charge.

    Game went very well against Baulder and Megalith with Gnarlgorn and the stones. Sprinkle in some druids and totem boy

    Am I the only one who thinks koldun lord power boost is an auto include for any list with at least 2 jacks. only 2 pts for an extra focus!

  2. #2
    phantem2
    Guest

    Default

    My only problem is if I want to take the Koldun Lord versus mechanics.

  3. #3
    Hollywoodxxl
    Guest

    Default

    Since no more disabled jacks.....mechs are paper weights now poor mechs

  4. #4
    Appolus
    Guest

    Default

    I actually feel the reverse. Mechanics go in EVERY single list I make. They have kept Beast and my Destroyer up and running all game under heavy fire. I have yet to find a use for a Koldun Lord except MAYBE marshaling a Destroyer.

  5. #5
    Zaqir
    Guest

    Default

    Mechaniks are good, they will keep yer jacks running in good shape while you move up and heck on the Butcher's feat turn they can put a hit on or 2 that might hurt.

  6. #6
    Zenassassin
    Guest

    Default

    Mechanics are not just better now, but empirically, mathmatically better. You simply have jacks that are more functional for longer, and have more damage boxes they can have filled in, yet still be repaired.

    They can take damage and still get fixed, when before that same damage would have made them irreprable.

  7. #7
    Gnoa
    Guest

    Default

    Mechaniks are in every one of my Karchev lists as an auto-include, and i really need to start putting them in lists that include 2+ jacks. Koldun Lords are the new hotness, but I am afraid they can cause tunnel vision. +1 focus is good, but is it THAT good?

    Right now my only auto-include for every list is WarDog. I am going to toy around with adding Koldun Lord and Mechanics to my current lists to see where i can fit them in. Honestly all in all, +4 points for both isn't that bad. +5 for a full unit of Mechaniks.

  8. #8
    zombie-a-go-go
    Guest

    Default

    Two min units of Mechaniks are my autoinclude for every caster. Mechs are invaluable. Khador jacks take some shooting on the way in since they're so slow, and often they even take the first strike as well. Khador ARM and damage grids usually keep our jacks from falling over before they have a chance to commit, but they can be seriously wounded by enemy alpha-strikes. Mechaniks keep the jacks in fighting trim and ensure that they dish out the hurt.

    The one thing Khador jacks do better than any other faction's jacks is take a licking and keep going. Mechaniks increase this strength, and the winning force composition must include models that shield your weaknesses and models that maximize the strength you bring to the table. To my mind, Mechaniks are the ultimate force multiplier for a Khador army.

  9. #9
    Hollywoodxxl
    Guest

    Default

    Quote Originally Posted by Appolus View Post
    I actually feel the reverse. Mechanics go in EVERY single list I make. They have kept Beast and my Destroyer up and running all game under heavy fire. I have yet to find a use for a Koldun Lord except MAYBE marshaling a Destroyer.
    Yet to fine a use? How about power booster?

  10. #10
    Shadow37
    Guest

    Default

    Quote Originally Posted by zombie-a-go-go View Post
    The one thing Khador jacks do better than any other faction's jacks is take a licking and keep going. Mechaniks increase this strength, and the winning force composition must include models that shield your weaknesses and models that maximize the strength you bring to the table. To my mind, Mechaniks are the ultimate force multiplier for a Khador army.
    This.

    Couldn't have said it better myself.

  11. #11
    Appolus
    Guest

    Default

    Quote Originally Posted by Hollywoodxxl View Post
    Yet to fine a use? How about power booster?
    I often find that the 1 extra focus I am getting from a pretty squishy model is not worth the two points I could spend on Kovnik Joe, who is an incredible force multiplier. Two points can go a VERY long way in Mk II. If I am forced to choose between options like Joe, Mechs, or the Koldun Lord, guess which ones get taken first?

  12. #12
    mongre36
    Guest

    Default

    I take the Koldun Lord and Mechanics regularly, though neither are auto-includes in my lists. Both are excellent ways to spend 2 points. As for Joe, well he is kind of part of the 13 point WG module so I do not really consider him a solo for 2 points per se.

  13. #13
    Shadow37
    Guest

    Default

    Quote Originally Posted by Appolus View Post
    I often find that the 1 extra focus I am getting from a pretty squishy model is not worth the two points I could spend on Kovnik Joe, who is an incredible force multiplier. Two points can go a VERY long way in Mk II. If I am forced to choose between options like Joe, Mechs, or the Koldun Lord, guess which ones get taken first?
    Kovnik Joe fills a different role then a Koldun Lord or Mechaniks. Joe buffs Winterguard specifically, but the Koldun Lord and Mechaniks supply jack support.

  14. #14
    Caecus Scius
    Guest

    Default

    I like the kovnik wayyy better, but thats because I take at least 1 destroyer in most lists, and often 2.

  15. #15
    Loot
    Guest

    Default

    I don't find the koldun lord an auto include but he does have his uses. The extra focus is nice as his his ability for a back up spray. Certainly if I was going to have that many jacks I would go for a unit of mechanics. A wardog for butcher could be useful here as well.

    PButchers spell list is fantastic for supporting troops seems to be a waste to ignore it. Obviously you are going for a jack thing but If you were willing, some troops might add flexibility.

    I can't believe I am going to say this but a unit of demo core behind that jack wall could prove very effective. Toss fury on em and watch em rush in with up to 10 pow 17 attacks,+3d6 if you charge or if you wanna ice breaker it +4d6 could be devastating. (sorry to go on a rant, I'm trying to find good uses for Demo core and I just kinda liked the idea.)
    Last edited by Loot; 12-02-2009 at 03:40 PM.

  16. #16
    thrasymacus
    Guest

    Default

    Mechs + Koldun > Ternion. I'm still not too big on the Koldun now that battle wizard got gimped.

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