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  1. #81
    Destroyer of Worlds The Buoyancy of Water's Avatar
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    Quote Originally Posted by HannibalTheGreat View Post
    This is one hell of a great thread! I absolutely enjoyed it. Nice work here. I especially like the "afterthoughts" on your lists.
    Thanks!

    I'll try to put some more after thoughts up in that case, you're not the first person to say that. Tournament summary first!

    Cheers,
    Dave
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  2. #82
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    Steamroller Summary

    Still on the hunt for something to pair with Karchev, I went to our next tournament with the following pairing:

    Karchev +30
    -Black Ivan -19
    -Devastator -14
    -Devastator -14
    -Juggernaut -12
    -Kodiak -13
    -Kodiak -13
    -Ruin -17
    Battle Mechaniks (Min) -3
    Armory

    Irusk1 +27
    -Sylys Wyshnaylrr -4
    -Conquest -37
    Gobber Tinker -2
    Kovnik Joe -4
    Man o War Kovnik -5
    Orin Midwinter -5
    Saxon Orrik -4
    Black Dragons (Max) -17
    -Officer & Standard -4
    Man o War Shocktroopers (Max) -16
    -Officer -4
    Bunker

    Game 1: Irusk1 vs Stryker2, Entrenched
    I made the silly error of not double checking Stryker's card before the game, so forgot Rebuke. The black dragons got affected by it early and so struggled to have their normal impact without charges and shield wall. Black dragons went for the enemy zone while shocktroopers stuck to mine and conquest was roughly central. I also couldn't quite clear out a stormlance (only got one black dragon into melee) which wasn't enough to kill it and clear a path for conquest to reach both enemy heavies. However he still wrecked one plus several stormlances that were approaching my zone. Positive Charge plus Ragman meant conquest then died, though shocktroopers finished off the second heavy. Meanwhile the black dragons were getting work done, but not fast due to no orders making them sad. I dealt with Ragman and started a bit of a grind, but too late. There was still enough damage buffs for lances to kill off shock troopers, almost with electro-leaps! In the end it was obvious I'd loose on scenario, so Irusk went all melee-monster, killing a stormlance, surviving a turn, then killing the firefly before I lost.

    Victory to Cygnar!

    So pretty silly with not reading or running through the casters card, even if I thought I knew what they did. I would have changed to putting reposition on the shocktroopers instead to let them get into my zone more aggressively, meaning they would possibly have been able to attack at the same time the conquest did. I should have focused on killing Ragman more too.

    Game 2: Karchev vs Vyros1, Incursion
    I go second here and go not quite full speed up on my first turn, staying out of threat ranges of heavies with everything except devastators. Imperatus could side step round them, but would then eat multiple countercharges since I went with Battle-Charged. My opponent goes into the tank for a long time on turn two, trying to suss out a way to get work done without just sacrificing everything important. A couple jacks take a little damage and a few infantry jam up. I switch to Road to War and get a lot of work done, not expending my feat. My opponent thinks there's a way through to Karchev, but gets and infantry model into melee for flank before the knockdown-gun-heavy activates (not sure it would have got where it needed without taking a couple freestrikes). Discordia needs to throw a kodiak out the way, but I roll a six on one dice to Discordia's seven, meaning the kodiak stays put. This messes up the remaining angle for Imperatus, so I think it goes and kills a heavy instead. Vyros had to come up pretty far to cover Karchev with the feat though, so a kodiak and juggernaut can reach him under Karchev's feat for the assassination.

    Victory to Khador!

    Not sure the assassination was a goer. Not matter what Imperatus needed to either spend a focus to charge and side step once or use both initials to reach Karchev, plus I was camping two focus. Either way, I'm still really enjoying the list and like the changes I've made! Two devastators create a lot of headaches for opponents, especially when combined with countercharge on the jacks just behind. Plus, Karchevs feat lets devastators kill heavies (not Imperatus) if they want, so it's tricky to trade well with them it seems.

    Game 3: Karchev vs Tanith, Take and Hold
    I take a strong position on turn two (going first), except Karchev doesn't enter the killbox, netting my opponent two free CPs! He's able to clear his flag and dominate fairly easily using throws and the like. I've put myself under pressure, but next turn is feat turn and despite some awful rolls I kill most beasts and the sentry stones, plus contest his flag with Ruin and several jacks all within his no spells range. Karchev also dominates my flag. Circle tries to deal with the set of jacks all pressed up round his flag but there's not enough left after my feat. Though the double-shot infantry hurt when combined with Affliction! In the end there's not enough to stop a jack reaching Tanith once all her beasts are gone, getting the assassination.

    Victory to Khador!

    Yep, I like Karchev with quality jacks! The kodiaks were very effective here, running through forests, killing lights on feat turn and then trampling and venting over the double-shot infantry! Devastators once again proved their worth by taking a lot of attention and Ruin was in his element after getting a bunch of souls. Really enjoy this list and feel I'm starting to get the hang of it.

    Game 4: Irusk1 vs High Reclaimer, The Pit
    Up against some scrub that lost to pLylyth in MKII... The idrians have shocktroopers as prey and the Menoth army advances up pretty far with first turn. I lay down creeping barrage in front of the idrians since they mini-feated and take a pot shot with the big gun. Inhospitable Ground goes up and the infantry shield wall up, shocktroopers with Iron Flesh. After a turn or two of positioning the black dragons eat assault shots from cleansers, setting a lot on fire, and the shocktroopers are getting plinked a little. I pass a stupid amount of tough rolls on my feat turn though before counterattacking, taking out a heap of infantry (HR had seventeen souls) and the reckoner. However a combination of me keeping Iron Flesh on the shocktroopers and casting Inhospitable Ground instead of camping three focus means an assassination is on. HR charges a black dragon before casting Ashes to Ashes into the conquest until Irusk dies! If that had failed there were still some feated-back idrians ready to finish the job.

    Victory to Protectorate!

    So a bit of a misplay at the end, but not a bad job for the rest of the game. I went for killing a heap of things because I was going to loose attrition otherwise and I had to go for some sort of play. Speaking to my opponent afterwards I think I need to try Karchev into Protectorate some more. I was put off by the jack heavy Amon list, but Battle-Charged messes with what looks like a bad trade game for me on paper. There's a lot of things to factor into that match such as countercharge, Road to War and Enliven, so I'm keen to get a go of that.

    Overall I'm very happy with Karchev, but was still struggling for a pairing. Narrowed it down to a modified Irusk1 list, Zerkova1, Zerkova2 and an untested Malakov2 list. I'm looking at Zerkova2 for now since her list seems to better cover the matches Karchev doesn't want to play, but will get the others on the table in some combination at some point. I'm hoping to go to the Norwegian Masters in January, so want to get a pair settled on soon to get plenty of practice in.

    Quick list summaries:

    Karchev:
    I much prefer the idea of a group of quality heavies over the mob of mad dogs. Double devastators are a lot of fun and help contest scenarios and put pressure on opponents positioning. The other jacks are all consistent performers too. I'm slightly unsure about the upcoming errata in January because I'm worried PP will batter Karchev instead of sorting the mad dogs. To me the only way to both fix the list and keep mad dogs vaguely viable as an option to several casters is to make the mad dogs better but more expensive. SPD5 and no Jury-Rigged is an interesting option and would probably see them raise to 9pts, but I haven't looked at all the caster interactions for that. Anyways, I'm going to keep playing good heavies with Karchev and will adapt to the errata when it drops!

    Irusk1:
    A very solid caster who I think would get more appreciation if it wasn't for Irusk2. Having played a few games of both I'm not 100% sure which I prefer. I think I need to try an adapted Irusk1 list with less solos and some winter guard (infantry, probably), which I think will work better. Irusk1 definitely has a fantastic toolbox of spells and orders, which give a lot of options. I highly recommend people give him a proper go!

    Thanks for reading!

    Cheers,
    Dave
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  3. #83
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    Nicely done battles! As I believe I've said before, your Karchev list was an inspiration to my line of thinking with him as well. I don't have as many Warjacks as you, but I definitely go for quality over quantity, and I think the biggest fault in my list is lack of experience piloting it, rather than it being inferior to Maddogs. Maybe I have no idea what I'm talking about, but I think I your list would be serious bad news against a Maddogs list. Instead of your 7 Jacks, I run this;

    Khador
    75 / 75 Army

    Karchev the Terrible - WJ: +30
    - Kodiak - PC: 13 (Battlegroup Points Used: 13)
    - Kodiak - PC: 13 (Battlegroup Points Used: 13)
    - Behemoth - PC: 24 (Battlegroup Points Used: 4)
    - Devastator - PC: 14
    - Devastator - PC: 14

    Man-O-War Drakhun - PC: 9
    Orin Midwinter, Rogue Inquisitor - PC: 5
    Man-O-War Drakhun - PC: 9
    Gobber Tinker - PC: 2
    Gobber Tinker - PC: 2

    BTW, I'm sorry if this is bad form, I don't mean to hijack your thread with my stuff, please excuse me if I've blown forum etiquette. It's just that from your write ups, you have a really good handle on Karchev and I was just looking for your opinion on what I've been working on.

  4. #84
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    Hi Growl,

    Good to know someone's reading

    Yeah I definitely prefer the quality over quantity approach, though I haven't tried the quantity option. I haven't tried the match up, but I agree that in theory this build of Karchev would spell bad news for a mad dog build.

    I like the look of the list! Drakhuns are interesting with him because they provide some fast counter chargers, but then obviously aren't warjacks. I certainly see the value in them here. I think the double kodiaks plus double devastators are a very solid start to a Karchev list. Only thing I can think of is that Behemoth, Orin and the tinkers could become Ruin and a destroyer. Not sure if it's better, but just possibly worth a consideration.

    I've found that I just need one shot to start Road to War going, and as soon as one jack gets into melee it all goes from there. That's Ivan's primary job in my list, though the feat also combines with crit. brutal nicely (plus Point Blank makes his cannon a melee weapon, so that gets boosted too). Finally he provides a third bulldozer, which is great! That's basically why I don't go with Behemoth now, though I did try him originally.

    I now feel pretty comfortable with Karchev into a lot of match ups. I've not got through everything I've theoried him into and I think there's still a couple tricks to learn, but I think I'm getting there! There's things like Battle-Charged making your opponents run and engage with some throwaway infantry, which gives you easy Road to War triggers (and souls for Ruin) the next turn that maybe isn't apparent on paper. Try varying which upkeep you start with to get a handle on how each affects the game.

    Cheers,
    Dave

    P.S. I'm certainly not aware of any forum etiquette, so post away! I'm happy if my reports get a discussion going
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  5. #85
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    Thanks so much! I need more practice with my list, actually I still have to play it the first time, though I've played one very similar to it already. I have thought about switching out Behemoth, but his Double Shots are just good, but maybe not necessary. I think I like him in there because if my opponent tries to be cagey with a lot of range themselves, Behemoth can give back pretty well while still being safe behind Devastators. Of course Ruin could act like Orin once he gets Souls going, but by that time he would be too far from Karchev to protect him. If I get a game in, I'll let you know how it goes.

  6. #86
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    Malakov2 vs Mordikaar, Recon

    So after fiddling around with Irusk1 as a pair with Karchev for a while I decided to go a totally different route for Wednesdays game and switch to our newest caster, Malakov2. The list went through a few iterations and I ended up with something I'm pretty happy with, though there's a few areas for possible tweaks. Here's how it did!

    Malakov2 +28
    -Madelyn Corbeau -4
    -Juggernaut -12
    -Juggernaut -12
    -Kodiak -13
    Gobber Tinker -2
    Jozef Grigorovich -4
    Man o War Drakhun -9
    Man o War Drkahun -9
    Great Bears -9
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Winter Guard Rifle Corps (Max) -13
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    Effigy of Valor

    Mordikaar
    -Despoiler
    -Tiberion
    Extoller Soulward
    Taskmaster
    Wrongeye
    -Snapjaw
    I think there was another solo or two/
    Acturarii (Max)
    Beast Handlers (Min)
    Nihilators (Max)
    Bunker

    My opponent won the roll and chose sides, giving me first turn. There's a trench just behind my Effigy, a hill to my left and some water to my right. There's a hill near the middle, slightly right of the zone and a forest edging in on the left of the zone, slightly into my opponents half. There's some rubble on their right flank and a forest on their left flank.

    The hill looks nice for the rifle corps, but with a forest and rubble opposite it I deploy them on my right flank. The kodiak deploys to their left with a juggernaut behind. Malakov and Corbeau deploy centrally with a drakhun behind and a juggernaut to their left. The other drakhun is left of that and the Great Bears are further left with an eliminator unit. The tinker follows behind and the other eliminator unit is deployed slightly right.


    My opponent deployed Mordikaar centrally with Tiberion to his left and Despoiler to his right. Wrongeye and Snapjaw were next to Despoiler and had the acturarii on his right flank. Nihilators set up on his left flank and solos were scattered around behind. Beast handlers were slightly towards the left flank and a mysterious worshiper of the Blood God briefly appeared on his right flank.


    Turn 1:
    Malakov puts Escort up and casts Tactical Supremacy on the kodiak before charging someone in the distance. Generally everything runs up, one juggernaut and drakhun staying slightly back for Sucker and Escort.

    Skorne generally run up too, with Hollow going on the nihilators. They space out with several leading the way while the others try to minimize how many rifle corps can reach them. Tiberion made a bit of a mistake and ran too close to his objective, which blocked quite a lot of charge lanes despite access to ghostly and eyeless sight.


    Turn 2:
    I keep both upkeeps going and don't allocate any extra. The rifle corps get boosted attacks from Joe and do a number on the nihilators, killing all but one, who gets a shield guard from Tiberion to keep the unit alive. I mess up my targeting here, I had other things that could have dealt with some of the closer nihilators so the rifle corps could have put more shots into the rear unit members. The kodiak tramples into the zone, clouds and then repositions backwards. Malakov advances a little and sticks Veil of Mists down, linking the kodiak cloud to the forest. One juggernaut runs fairly far into the zone and another hangs back a little for Escort. A drakhun and eliminator unit take up position on the hill on my left opposite the acturarii, the drakhun a little ahead to trigger countercharge if they tried to shoot eliminators. Other eliminators flanking right (poorly) and everything else positioned for the following couple of turns.

    Hollow gets dropped and Mordikaar finds himself with nine souls to play around with! The last nihilator charges an eliminator on my right and gets the ten to hit, killing her. Mordikaar then advances and uses two Revives and three Essence Blasts for kill two rockets and some rifle corps, removing the last of the nihilators from play. He then feats. Despoiler gets within ten of Malakov and uses his animus to double spell and upkeep costs. Tiberion also advances a bit. Snapjaw uses Submerge then advances a little before Wrongeye uses Submerge and Star-Crossed, advancing enough to cover the heavies no matter where I stand. Acturarii try to shoot the drakhun on my left, but don't do much damage. The extoller also moves up to try to damage it, but fails. Other solos and beast handlers do support stuff.
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  7. #87
    Destroyer of Worlds The Buoyancy of Water's Avatar
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    Turn 3:
    I decide to drop Tactical Supremacy and upkeep Veil of Mists and Escort before allocating the remaining two focus to the juggernaut slightly to my left. The rifle corps get boosted attacks and kill off some blocking beast handlers before the kodiak walks over to my left and sticks down a cloud, killing another. The juggernaut on one focus runs round to the left of my objective to get into a spot for Escort before Malakov feats, uses Fighting Dirty on the drakhun on my right and advances left to stay in the trench wand within three of the juggernaut that ran. The drakhun then charges Despoiler and hits despite Star-Crossed and the feat thanks to the cavalry boost, knocking Despoiler down. He repositions out the way before the loaded up juggernaut charges the objective, doing eleven damage to it and killing Despoiler. On the left flank, the drakhun charges the extoller, killing it. The eliminators also charge into acturarii, killing one before the other misses and is pushed out of melee. With eyeless sight gone, the Great Bears advance up towards the forest, too far away for Tiberion to walk and attack them. Corbeau moves towards the left with Parlay up and the tinker advances a little more into the zone ready for repairing next turn. The remaining eliminator on my right flanks hard right past the forest.

    There's not much that can be done here since the kodiak and lead jack are both in Veil of Mists and under feat. Snapjaw kills the drakhun on my right and the remaining beasthandlers try to get into annoying positions while also enraging Tiberion. Tiberion charges the kodiak, doing good damage before it moves backwards out the way. He then uses the tusks on the juggernaut, doing some damage before it walks backwards trough a beasthandler to safety. The acturarii try to fight with the drakhun and eliminators, but don't kill any. One of them gets a sneaky drag on a Great Bear, but doesn't kill it. Wrongeye again walks up and uses Submerge and Star-Crossed. A solo charges the right flanking eliminator, but doesn't hit.


    Turn 4:
    I upkeep both spells again and hand out focus to the juggernauts. The tinker repairs a little on the kodiak before it uses Veil of Mists to walk over a beasthandler to a spot where it can vent steam on the two remaining, killing both before putting a little damage into Tiberion. One juggernaut kills Snapjaw with the help of the remaining rifle corps and the other juggernaut deals solid damage to Tiberion. The Great Bears charge, two getting to Tiberion but failing to kill it while the other one kills one or two acturarii. The eliminators on my left also kill off acturarii, freeing up the drakhun to charge Mordikaar. This kills Toberion and leaves Mordikaar on around two boxes. The lone eliminator walks round the solo who attacked it before stabbing it in the back and side stepping towards the middle.

    Not many models left, and they try to kill the eliminator nearest the left flag, but just can't land the ten to hit. We don't roll it out, but Mordikaar has two or three health and is in threat range of a drakhun, eliminator unit, maybe a Great Bear or two and a few guns, so we call it by assassination.


    Victory to Khador!

    Really pleased with how that went! I think the match up was somewhat in my favour, but even so it was nice to start piecing some of Malakov2's tricks together. Felt the list worked well and I'm going to keep it as is for now. There's a lot of models that have a dangerous threat and the chance of backstab from all over the place should put pressure on opponents, I just need to practice using it some more.

    Malakov2
    Dat feat o_o Escort! Veil of Mist! Tactical Supremacy! He seemed really, really solid overall and I didn't make full use of everything he has. One to practice with (a lot) to get a proper handle on, and turns need to be planned one or two ahead, but I think the rewards from him will definitely be worth it. I will be playing him more for sure, I just need to have a good look at match ups for him and Karchev.
    Madelyn Corbeau
    Didn't get a chance to do much this game, but I can see her being very useful at times. She also increases the effective range of Sucker on Malakov, which is a bonus.
    Juggernaut
    A good, tough beater, and that's it! That's all that they need to do here though.
    Kodiak
    Here for vent steam plus Tactical Supremacy for a cloud wall if it's useful. Generally simply a great jack!
    Gobber Tinker
    Fine as usual. It's nice to have a little repair here for Sucker damage on drakhuns and repairing a jack that's used Poison Pill to back off after a big hit.
    Jozef Grigorovich
    Did what he does. Won't happen often, but the thought of Bears Strength plus backstab seems really nasty. Can also double up as a Sucker range extension if required, which could be very useful at times.
    Man o War Drakhun
    So tough! Brilliant Sucker targets, great Fighting Dirty targets and general all round bosses.
    Great Bears
    They replaced doom reavers in this list and they didn't disappoint! An ideal late game heavy hitter and again the thought of backstab on them is brutal. I tried to draw Tiberion away from them on my feat turn so he'd turn his back, but I couldn't quite set it up.
    Kayazy Eliminators
    Excellent! DEF17 against melee is really nice and the new melee range ruling helps them a lot (not that they really needed it). I think I should have kept one unit (the right unit) more central to threaten the backstab acrobatic charges.
    Winter Guard Rifle Corps
    Did their usual thing really. The long range and threat of backstab appearing suddenly seems to make life difficult for opponents. Need to practice with them a bit more to really leverage that threat.

    Thanks for reading!

    Cheers,
    Dave
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  8. #88
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    Very cool! I've been Malakov too recently, sort of similar list, though I keep in the Doom Reavers. I have a full unit of Mechanics and wonder if I shouldn't use those points for something else, though repairing my Drakhun Sucker targets is fun! How does Madelyn extend your Sucker range? Also, is Sucker Mandatory? I thought you could choose to use it?

    Also I posted up a new report of Karchev vs Skarre2. I would appreciate your perspective if you got a chance.

  9. #89
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    Since Madelyn also has Sucker Malakov can Sucker to her and then she uses Sucker to pass that up to another three inches, so you're effectively increasing the range on Malakov's Sucker. Same with Joe and Ragman with Sacrificial Pawn. And yeah Sucker is mandatory, so be careful with what's stood nearby

    Max mechaniks are handy for Malakov, partially as Sucker targets. But then as you say you have drakhuns for that and the mechaniks are more for repairing the Sucker targets. I think you could get away with a minimum unit, though that's obviously without seeing the rest of the list.

    I'll go check out the Karchev game, thanks for putting it up!

    Cheers,
    Dave
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  10. #90
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    Thanks for the education! My Malakov list is this;

    War Room Army

    Khador - Malakov 1

    Theme: No Theme Selected
    75 / 75 Army


    Kommander Andrei Malakov - WJ: +28
    - Madelyn Corbeau, Ordic Courtesan - PC: 4
    - Kodiak - PC: 13 (Battlegroup Points Used: 13)
    - Kodiak - PC: 13 (Battlegroup Points Used: 13)
    - Ruin - PC: 17 (Battlegroup Points Used: 2)
    - Marauder - PC: 10

    Man-O-War Drakhun - PC: 9
    Man-O-War Drakhun - PC: 9

    Doom Reaver Swordsmen - Leader & 5 Grunts: 13
    Kayazy Eliminators - Leader & Grunt: 5
    Kayazy Eliminators - Leader & Grunt: 5
    Battle Mechaniks - Leader & 5 Grunts: 5

    I haven't played it much and I think it's a list that needs to be played a lot to get it down. My biggest mistakes with it so far aside for forgetting to FEAT, has been keeping my Drakhuns back as Sucker targets when my opponent hasn't had a real ranged threat to begin with.

  11. #91
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    Malakov2 vs Ragnor, Take and Hold

    So after a chat with the Active Player I made some slight modifications to my Malakov2 list. Finally got a chance to give it a go against some Trolls.

    Malakov2 +28
    -Madelyn Corbeau -4
    -Decimator -16
    -Juggernaut -12
    -Kodiak -13
    Jozef Grigorovich -4
    Man o War Drakhun -9
    Man o War Drkahun -9
    Ragman -4
    Battle Mechaniks (Min) -3
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Winter Guard Rifle Corps (Max) -13
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2

    Ragnor
    -Harmonious Exaltation Guy
    -Axer
    -Mauler
    -Mauler
    -Mulg
    Feralgeist
    Lanyssa
    Stone (Min) Maybe max? They were all bunched up at the back.
    -UA
    Runeshapers
    Runeshapers
    Warders (Min)

    My opponent wins the roll and takes second, taking the side I wanted. Terrain had a fairly central forest that just about touched the opponents flag, there was a hill to my right near my flag and another slightly to my left. There was another forest on the left flank and a fairly central trench, slightly nearer my flag. There was a wreck on my opponents right, a patch of rubble near the trench and a patch of water to their left flank.

    I deploy the rifle corps centrally with a drakhun and eliminator unit to their left. The jacks are on their right with Malakov, again flanked by the second drakhun. The second eliminator follows behind the battlegroup more centrally and the mechaniks, Corbeau and Ragman are also central.



    My opponent deploys runeshapers (one unit proxied by champions) on each flank. Ragnor is directly opposite his flag and the heavies are opposite my heavies and flag. Warders are central to keep Ragnor safe and the axer is with Ragnor. Stones follow behind and the feralgeist deploys towards my left flank away from my magic attacks.



    Turn 1:
    Malakov casts Escort on himself and sticks Tactical Supremacy before charging a distant mauler. Everything else runs up. Though there's no real shooting to worry about I try spacing to maximize Sucker and sacrificial pawn distances. In the picture below, Malakov, Corbeau and Ragman and deflect ranged attacks to: both drakhuns, all the mechaniks, two eliminators and two winter guard! Irrelevant in this game, but it was good to see the space covered.

    In response, Trolls mostly run up! Mulg gets Rush to get further up with the maulers, the runeshapers facing the rifle corps dig in and Ragnor advances towards his flag while topping up the stone, but otherwise it's run o' clock.



    Turn 2:
    Both spells are upkept and the decimator receives a second focus. The decimator shoots down a runeshaper after moving closer to my flag. A couple of rifle corps contest the enemy flag and take a runeshaper down to one box. The kodiak tramples up (too far) drops a cloud and repositions behind it while the juggernaut follows up. Malakov sticks up Veil of Mists to join the kodiak cloud to the forest and advances, though not onto the flag since I think that's too risky. Support all edges around a bit.

    Pulverizer and Rush get cast on Mulg, who advances into the kodiak cloud and kills it. The maulers hang around being threatening. Runeshapers kill a bunch of winter guard with some help from Ragnor I think, who moves to dominate his flag and unsurprisingly feats. Otherwise it's more of things moving up really.

    Khador: 0 Trolls: 1

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  12. #92
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    Turn 3:
    I was glad the Trolls had feated first, time to take advantage (badly). I upkeep Veil of Mists and Escort and load up both heavies. The right drakhun gets Fighting Dirty before Malakov advances to my flag and feats. That drakhun charges Mulg, knocking him down and rolling terrible for damage. He repositions to block the mauler a little. The other drakhun hangs back and Ragman advances up and uses Death Field. Both heavies then go into Mulg, doing alright damage and getting into the Veil. Rifle corps move to contest again and the eliminators on my left hang about ready for contesting duties if needed. The other eliminators also charge Mulg, getting in the middle of Troll beasts and again not rolling great. But it's a little damage on a "free" turn for my heavies, so it's fine. Support positions around a bit, making sure not to jam behind jacks.

    Pulverizer stays up. One mauler kills the drakhun on my right (almost forgetting to position to deal with the dismount) and the other puts Rage on Mulg before throwing a winter guard at Ragman, killing both. The feralgeist runs into the winter guard and is hit with an AoE from Ragnor, killing it and two winter guard. The axer clears the remaining winter guard the are contesting this turn. Warders stay up in support and the stone moves up behind everything. Runeshapers kill more winter guard on my left and on the right one of them knocks down the eliminators near Mulg (who didn't shake). Mulg then forfeits his movement to stand up and hits the juggernaut with his club, boosting damage for about fifteen. However, Mulg is last to activate, to the juggernaut uses Veil to move to my left, into the forest. Mulg kills a knocked down eliminator, then hits the decimator with his club, boosting and again doing about fifteen damage. The decimator backs off, going slightly left.

    Khador: 1 Trolls: 2



    Turn 4:
    Escort is upkept, Veil is dropped, two extra focus goes on the juggernaut and one on the decimator. Malakov advances, puts Fighting Dirty on the remaining drakhun and drops a new Veil of Mists covering the juggernaut and it's route out of the forest, the mauler, a warder and the axer. The drakhun chargers the mauler, knocking it down before moving out the way a little. Joe, the last couple of winter guard (including a rocket), the decimator and two charging eliminators all attack the axer and roll miserably, not even taking out a spiral... The juggernaut then walks through the Veil and into Ragnors face. The axer freestrike doesn't take out any more systems and the jugernaut manages to kill Ragnor (who was sitting on one transfer).



    Victory to Khador!

    (The old Veil of Mists cloud in the above photo is no longer there. We didn't move it or place the new one because it was impossible without disturbing something. The new Veil is basically between where the juggernaut was in the turn three photo and where it ended up above.)

    Pleased with the assassination! It was a little against the odds, but sometimes you just have to take those chances, particularly when there was nothing else going for me.

    Overall I like the list changes. Knockdown drakhuns are legit! I was pleased with the decimator too, the ranged option was a definite improvement. The amount of space covered by Sucker and sacrificial pawn is also daft! Afterwards I spent a bit of time working out if I could change it some more, then thought more about the game and came away with some lessons that would have helped me a fair bit overall instead:

    First up, the kodiak trampled too far. It could have gone further right to block the flag when combined with a Veil of Mists. I need to get used to playing that combination some more.

    Second, there was no point in committing the drakhun or Ragman on my turn three. They should have hung back safely. If I had done that I think the option of attrition through killing Mulg and a mauler would have been much more appealing.

    Third, the eliminators need to provide much more threat, being further forward. They might well die, but they aren't that easy to get rid of and the threat of them getting backstab means they have to be dealt with, leaving things like winter guard alone to shoot longer.

    Thanks for reading!

    Cheers,
    Dave
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  13. #93

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    Hey! Love to see Malakov 2, he's my current favorite caster in Khador. Good games!
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  14. #94
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    Thanks Scottishperson!

    Malakov2 vs Agathia, Extraction

    Time to try the same Malakov2 list as the previous game:

    Malakov2 +28
    -Madelyn Corbeau -4
    -Decimator -16
    -Juggernaut -12
    -Kodiak -13
    Jozef Grigorovich -4
    Man o War Drakhun -9
    Man o War Drkahun -9
    Ragman -4
    Battle Mechaniks (Min) -3
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Winter Guard Rifle Corps (Max) -13
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    Effigy of Valor

    Agathia
    -Deathjack
    -Arc Node AoE Light
    Aikos
    -Seether? (AoE4 heavy jack that leaves the template in play.)
    -Same again
    Tartarus
    Bane Knights (Max)
    Bane Knights (Max)
    Bunker

    I win the roll and choose first turn. Terrain is a trench centrally in front of my deployment with my objective inside, a hill to my right and a forest to my left. Terrain is basically mirrored on the other side with things positioned slightly differently, but in the same basic set up.

    I deploy Malakov slightly left of my objective with the rifle corps to his left, a drakhun on my left flank and an eliminator unit behind the rifle corps. Decimator is central with the kodiak then juggernaut, going right. There's another drakhun to my right and support and the other eliminators deploy centrally.



    My opponent deploys Agathia fairly centrally with Tartarus next to her and bane knight units on each side. The AoE heavies deploy opposite the rifle corps with Aikos behind and the arc node deploys on my right flank. Deathjack advance deploys centrally ahead of the rest of the army.



    Turn 1:
    General running with everything! Escort goes up and Tactical Supremacy goes on the kodiak. Rifle corps make sure to be a few inches back from the AoE jack threat ranges.

    Agathia feats to protect models from the rifle corps and casts her ARM buff on the Deathjack before advancing up. The Aikos casts Escort and advances before the AoE jacks both advance and shoot towards the rifle corps, expertly scattering the AoEs almost exactly on top of each other! The arc node runs round to my right and the bane knights all run up under feat. Deathjack advances just into range of the kodiak, tempting a charge.



    Turn 2:
    I upkeep both spells and allocate nothing. The kodiak tramples left, vents steam and then repositions back towards the middle. Malakov puts down a Veil of Mists to block the AoE jacks line of sight to the rifle corps, who stay back and get tough. The eliminators on that side run up, way too close to the clouds. The left drakhun finishes running round the forest on that flank, positioning to threaten the flag. The jacks stay out of Deathjack threat range and support and the drakhun position on my right while one eliminator unit runs to get in the way of the arc node and distract the banes on that flank.

    Spells are upkept and some focus gets allocated to the AoE heavies. One of them charges the drakhun and dismounts it, though decides not to finish it off so that it has some protection against shooting. The Tartarus curses the eliminators on my right before the knights on that side attack, though they only kill one. Sadly it's the one in the way of the arc node, who runs across to within eight of the kodiak. Agathia arcs Parasite into the kodiak and hangs out next to her objective. The second bane unit charges the kodiak, one of them running into the cloud wall. The kodiak dies before the second AoE heavy shoots the bane, catching both eliminators (told you they were badly positioned). However, at dice minus ten neither die to the boosted damage rolls! Deathjack again hangs out threatening my heavies.



    . . . . .
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    Turn 3:
    I upkeep Escort and drop Veil of Mists, allocating a second focus to the decimator. I realized that bane knights are very good against Malakov2's feat, so the plan became kill as many knights as possible! The juggernaut advances and kills two from the unit on my right while the remaining eliminator there takes out another one or two. Malakov puts down Veil of Mists on the juggernaut and advances left, giving the eliminators Throatcutter before feating. Those eliminators charge into the back of the AoE heavy facing the drakhun and, combined with the drakhun attack, they do just over half it's health (dropping the cortex and melee weapon). The decimator advances and shoots a knight, but misses the second boosted shot. The rifle corps get boosted attacks and wipe out the knights on my left, plus a couple knights from the other unit. The rockets are all in range of the unengaged AoE heavy and between them take out its gun. Lucky! The other drakhun does a little damage and Corbeau advances to my right, sticking up Parley. Ragman moves away from the objective slighty, staying in the trench, and kills a knight through Boneshaker. It misses the attack on another knight though.

    Deathjack gets a couple extra focus. The remaining knights charge into a couple mechaniks and the mounted drakhun while two run behind the juggernaut (though I've explained the feat and Veil of Mists, it's tricksy!). The drakhun is lucky and doesn't really get hurt much while two mechaniks die. Tartarus charges the juggernaut, doing good damage but letting it walk through some stuff to a spot Deathjack can't get to. One AoE heavy doesn't do much in melee to the drakhun (broken arm) and the other charges the decimator, putting in a good hit before it moves away. Deathjack runs to the flag on my right. Aikos attacks the decimator to get a bit more damage on it.

    Khador: 0 Cryx: 1



    Turn 4:
    Upkeep Escort again and I fill up the juggernaut. The rifle corps get boosts and manage to take out Aikos since several can get into stealth range, including a rocket. The remainder of the unit ping damage here and there. The decimator and drakhun clear a path for the juggernaut by killing Tartarus and a couple knights before Ragman advances, putting up Deathfield. The juggernaut advances up to Deathjack and does a lot of damage, but leaves an arm and the cortex intact. The eliminators run away up the flank to threaten behind the enemy army and the drakhun runs to the flag. Corbeau keeps Parlay up and advances.

    Deathjack gets loaded up and unsurprisingly kills the juggernaut. Agathia gets involved and kills some stuff since my opponent is running low on models. The last few knights make a pain of themselves, but don't do too much.



    Khador: 1 Cryx: 2

    Turn 5:
    Escort stays up. Ragman puts up Deathfield, catching Agathia. The rifle corps get boosts and the two in melee flail at Agathia while the others get out of charge lanes and ping some damage here and there. The dismounted drakhun charges Agathia, doing good damage. Malakov then casts Tactical Supremacy on himself and charges and inert AoE jack, getting range for Throatcutter on the eliminators before repositioning to the left flag. The mounted drakhun and Corbeau contest the right flag before the eliminators charge Agathia. One gets directly into the back arc while the other bounces off the inert heavy (killing it) to reach her. With backstab, gang and Dark Shroud they take her out.

    Victory to Khador!



    Very pleased with that! Starting to notice little improves with my use of the list, but still plenty to work on.

    Thanks for reading!

    Cheers,
    Dave
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  16. #96

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    Just wanted to drop a note and say thanks for all the reports. I don't comment but I do read every one and I then try to apply lessons learned to my own play. I appreciate all the foot notes on things the most. I just started playing Karchev and Malakov and between you and Growl I feel like I am able to fill in my holes in learning them. My Karchev list is a little different but I am running your Malakov list. Two games for the sneaky bastard so far but he is a lot of fun. Definitely will take a ton of practice to pick up on the intricacies of his play. Keep up the good work for the Motherland Komrade!!

  17. #97
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    Very cool and well played! I've been considering switching around my Malakov list lately, I think I have too may Mechaniks and I'm not so sure on the role of Madelyn. I also have Doom Reavers in mine, which help with jamming etc but don't have the good shooting options that you bring. My most recent game which I will post up, in brief, was against Wurmwood and was a disaster. I blame myself more than my list, but I think it highlighted that I am missing some things. Your use of his special orders, along with Ragman were really very good. Waiting for more!

  18. #98

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    First of all, thank you so much for this thread

    I had to create an account to reply, other times i am just reading! I got only few experiences in playing MK3, your threat give me motivation to try out again warmachine and my beloved Khador.

    I like Strakhov most atm and I want you to give me some feedback on my list please.

    System: Warmachine
    Faction: Khador
    Caster: 1 / 1
    Points: 75 / 75
    Strakhov1 (Kommander Strakhov) -28
    * Ruin 17
    * Behemoth 24
    Widowmaker Scouts 8
    Iron Fang Uhlans (Leader and 2) 12
    Iron Fang Uhlans (Leader and 2) 12
    Widowmaker Marksman 4
    Kell Bailoch 5
    Black Dragons (Leader and 9) 17
    * Black Dragon Officer & Standard 4

    This list is against a very good Trollblood player To take more fractions i would put in Reinholt instead of Kell and maybe "downgrade" the BD to IFP standart to put in a goblin tinker giving me 74/75 points.

    What do you think of my list to go against TB? Scenario will be rolled out by dice. I dont know if there is too much Range power (Widows and their solo and Kell ignoring tough is reading fine). Is the Behemoth luxury cause of his point costs? Boosted shooting can be nice, in melee he is a killer too, mountain king here we go

    Plan is easy: Uhlans are flanking, Superiority on Ruin, Sentry to Marksman, Occultation to BD or Strakhov. Giving me enough focus for Overrun and one for the Behemoth. I have to use my feat well timed and try to get an alpha strike where I can do enough damage...Mountain king.

    What do you think?

    The list is built up on your last Strakhov-list, but changed some things, Malakov and Juggy away and no Rifle Corps.

    Thanks

  19. #99
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    Hi,

    Thanks Tsunami1k! I've definitely been getting some good lessons learned from reporting (and so reviewing) my games afterwards and it's good if someone else is too! Good to hear you're enjoying the Karchev + Malakov2 pair as well, I really like both casters.

    Growl, shame about getting beat by Wurmwood. He's a tough caster to crack for sure and I'm still working on that one. With my current set up and with 2Una now a thing Karchev is my Circle drop right now, though trying Malakov into it wouldn't hurt. I'm actually also not 100% sure on Corbeau. I'm considering dropping her and a rocket to change the juggernaut to a grolar. Gives a really nice range of abilities on the jacks in my mind and with Ragman plus Throatcutter I don't think the list looses too much hitting power. It's also one less support model to work around. That makes the list:

    Malakov2 +28
    -Decimator -16
    -Grolar -18
    -Kodiak -13
    Jozef Grigorovich -4
    Man o War Drakhun -9
    Man o War Drkahun -9
    Ragman -4
    Battle Mechaniks (Min) -3
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Winter Guard Rifle Corps (Max) -13
    -Winter Guard Rocketeer -2
    -Winter Guard Rocketeer -2
    Effigy of Valor

    I think that's the list I'll try next. I'm also considering winter guard infantry instead of rifle corps, though I'm not certain just yet.

    I definitely got better use out of the eliminators and Ragman that game. To me that was due to taking points from the first two games and applying them here. Keeping some eliminators more central made it easier to get Throatcutter going, which was really nice, and Ragman was just that little bit more aggressive, which put him in a better spot for applying Dark Shroud later on. I did make a really dumb move with him last game, check out his position in the end of turn two photo above >.<

    Check your inbox orangutan

    Cheers,
    Dave
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  20. #100
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    So i think my list is becoming more like yours or your list is becoming more like mine... I had wanted to add in a ranged option and so was looking at how you used the rifles. I also liked your use of Ragman and the punch he could add and as you said Corbeau is not doing much for me, because if anyone is getting that close to Andrei, it is typically a Warjack or Beast and not going to be affected by Parlay anyway. I was looking at this;
    War Room Army

    Khador - Malakov

    Theme: No Theme Selected
    75 / 75 Army


    Kommander Andrei Malakov - WJ: +28
    - Juggernaut - PC: 12 (Battlegroup Points Used: 12)
    - Kodiak - PC: 13 (Battlegroup Points Used: 13)
    - Marauder - PC: 10 (Battlegroup Points Used: 3)

    Kovnik Jozef Grigorovich - PC: 4
    Man-O-War Drakhun - PC: 9
    Man-O-War Drakhun - PC: 9
    Ragman - PC: 4

    Doom Reaver Swordsmen - Leader & 5 Grunts: 13
    Kayazy Eliminators - Leader & Grunt: 5
    Kayazy Eliminators - Leader & Grunt: 5
    Winter Guard Rifle Corps - Leader & 9 Grunts: 13
    - Winter Guard Rocketeer - PC: 2
    - Winter Guard Rocketeer - PC: 2
    - Winter Guard Rocketeer - PC: 2

    my only regret is having only 3 jacks, but I think it offers a lot of flexibility.

  21. #101
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    Zerkova1 vs Scaverous, Recon

    About a month ago a friend and I had a long chat about Zerkova1 and eventually settled on a list we liked the look of. I finally got a chance to try it out:

    Zerkova1 +28
    -Reinholdt -4
    -Juggernaut -12
    -Ruin -17
    Kovnik Andrei Malakov -4
    -Kodiak -13
    Man o War Drakhun -9
    Man o War Drakhun -9
    Doom Reaver Swordsmen -13
    Iron Fang Ulhans (Min) -12
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Fuel Cache (This changed after this game, was in my list in Warroom for some reason, so gave it a go...)

    Scaverous
    -Barathum
    -Erebus
    -Arc node
    -Arc node
    Machine Wraith
    Croe's Cutthroats (Max)
    Satyxis Raiders (Max)
    -UA
    Soulhunters (Max)
    Effigy of Valor

    Terrain had a trench just into the central zone on my side, a forest to my left and a hill to my right. The was a huge wreck marker halfway up the zone, slightly to the left as I looked at it. The was another fairly central trench on my opponents side with a hill to their right and a forest to their left. There were a couple other bits dotted about, but they didn't really come into play much.

    My opponent won the roll and decided to go first. Scaverous deployed centrally with Erebus slightly towards my left and soulhunters slightly towards my right. The satyxis deployed further out to my left and the machine wraith was to my right. Finally there was an arc node on each flank. I deployed Zerkova centrally with the juggernaut on her right and Ruin on her left. The kodiak went next to the juggernaut and the ulhans were on my right flank. Eliminators were central and left, as were the drakhuns. Croe's advance deployed towards my left and Barathum to my right before I advance deployed the doom reavers slightly left of center.

    No photos I'm afraid

    Turn 1:
    Things mostly run up. I think an upkeep or two go out. Arc nodes position wide on each flank.

    Zerkova advances and puts down four clouds 8.5" in front of the cutthroats. The doom reavers take up position behind the clouds and most other stuff runs up staying out of threat ranges. Redline goes up on the kodiak after it runs.

    Turn 2:
    The cutthroats run up, one of them going into the cloud wall while most of the rest go further left and a couple contest the zone. The arc node on my left advances within 10" of the cutthroat in the clouds and Scaverous arcs an AoE at it, but it scatters away from my models instead of into the clouds. The satyxis follow behind. One soulhunter position in the zone while the rest stay safe but threaten when I move forward. The machine wraith is out wide on my right and the heavies threaten my lines.

    Ruin walks up and kills the cutthroat that was used for the AoE target, freeing up the doom reavers. The reavers then charge everything in the zone, including a couple on the objective. They manage to take out everything in the zone! (The objective, a soulhunter and 3 cutthroats I think.) Zerkova moves into the zone to the left of the objective, casts Watcher and puts down a couple of clouds to block line of sight to her. The drakhun and eliminators on my left make a nuisance of themselves there too. On my right not much happens. The eliminators advance to tempt soulhunter charges, though the second drakhun is covering them and the juggernaut and kodiak are close behind. The ulhans stay at the edge of Barathum threat range.

    Khador: 3 Cryx: 0

    Turn 3:
    The soulhunters charge in, managing to get a couple at the edge of reach on the drakhun (oops...). The drakhun is dismounted but the eliminators both survive. Erebus, Scaverous and the cutthroats kill all the doom reavers and an eliminator on my left. Scaverous feats too, toeing the zone at the same time. The machine wraith advances on my right, getting between the ulhans and Barathum, who advances a bit. The arc node on that side also moves up. Satyxis advance a little, but stay behind the cutthroats.

    I allocate some focus around and Upkeep Watcher. Zerkova backs off out of Scaverous feat range (while staying in the trench but leaving the zone), feats, then casts a 15" Hex Blast at the machine wraith, killing it. The juggernaut, kodiak and drakhun finish off the soulhunters before the eliminators charge Barathum, doing big damage. The ulhans charge the arc node, killing it. Ruin charges Erebus for good damage, taking out its cortex and an arm. The drakhun on my left charges a satyxis, impacting a second out the way and giving Ruin 2 souls. The lone eliminator charges into satyxis as well, killing two after side stepping between them.

    Attrition and scenario are well in my favour and with the feat up the remaining infantry is really stuck, so we call it here.

    Victory to Khador!

    I'm really happy with how the list worked here! Very fast and very hard hitting, but with the defense of Freezing Mist and the feat plus the general utility bought by Zerkova.

    Zerkova
    I massively preferred her here compared to when I tried her with a random assortment of stuff. She has a very nice spell selection (especially when combined with her artifacts) and her feat is very powerful, if slightly different to before. Spell immunity and her new ice cream cone are both really nice too, though didn't really come up here.
    Reinholdt
    A little tricky to get right due to having to be base to base and having to activate before the caster, but easily worth it with Zerkova1. Forgot about removing stealth in my turn 2, would have let Zerkova try to shoot a cutthroat I believe.
    Juggernaut
    Glad this didn't change during the errata since it's finally worth the points. Didn't pull off any Watcher + crit. stationary nonsense here, but well worth it just for that.
    Ruin
    Another nice Watcher jack plus the soul collecting is good for easing the focus strain on Zerkova.
    Kovnik Andrei Malakov
    Yep, fine. Takes some focus strain away from Zerkova, letting her focus on spell slinging.
    Kodiak
    A really good Redline jack! P&S18 initials and a free charge turn it into a nice heavy hitter. Nice to have a jack independent of Zerkova, especially one that doesn't interact with Watcher very well. Pathfinder on a jack is always nice too.
    Man o War Drakhun
    Love these guys! They really are light jacks and counter charge adds a layer of awkwardness for the opponent.
    Doom Reaver Swordsmen
    Pleasantly surprised! They definitely need protection on the way in due to their bad defensive stats, but they are a major concern for the opponent and they have to be dealt with. MAT7, P&S12, weaponmaster, reach, berserk and magic weapons makes them very viable into just about anything.
    Iron Fang Ulhans
    A great 4th heavy. Long threat range is very nice and having Wall of Steel to make them tougher to remove is sweet. Built in pathfinder on the charge is again nice.
    Kayazy Eliminators
    Big fan of these ladies! However I keep putting them in the way of other models because I want them in position for buffs in the following turn. Blocked Ruin from some Watcher moves here. I've done the same with Malakov2 and his eliminators, just need to be more aware really.
    Fuel Cache
    Thought I needed to mention this thing since I ended up with it by mistake. What the hell?! Man is this objective annoying! Am switching this for an Effigy of Valor straight away!

    Thanks for reading!

    Cheers,
    Dave
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    Zerkova1 vs Seige, Entrenched

    Got a chance to try out Zerkova1 again.

    Zerkova1 +28
    -Reinholdt -4
    -Juggernaut -12
    -Ruin -17
    Kovnik Andrei Malakov -4
    -Kodiak -13
    Man o War Drakhun -9
    Man o War Drakhun -9
    Doom Reaver Swordsmen -13
    Iron Fang Ulhans (Min) -12
    Kayazy Eliminators -5
    Kayazy Eliminators -5
    Effigy of Valor

    Seige
    -Reinholdt
    -Defender
    -Stormwall
    Arlan Strangeways
    Black Thirteenth
    Gun Mages
    Tempest Blazers (Max)
    Effigy of Valor

    Terrain had a forest to my right edging into my zone, a central trench and a hill to my left. There was a forest on my opponents side opposite the hill and a hill on their other flank. There was a trench fairly central, edging into my zone, plus a central trench on my opponents side.

    I won the roll and decided to go first since I went second previously. I deploy Zerkova ready to move into my zone and have the juggernaut on her right and Ruin more central on her left. An eliminator unit goes on each flank. One drakhun is central and the other is to my right to contest my zone. Malakov and his kodiak go opposite the enemy zone, through fairly central. Ulhans deploy on my left flank between Malakov and the eliminators there. Seige deploys opposite his zone with his stormwall central. The defender, blazers and Black Thirteenth are opposite my zone and the gun mages are opposite his zone. Doom reavers advance deploy in front of Zerkova.

    No photos again

    Turn 1:
    Zerkova puts out 4 clouds at the edge of her control before charging at the stormwall. The doom reavers, juggernaut and right drakhun all run up with the reavers hiding behind the clouds. The kodiak receives Redline before running up, staying just within range of Malakov and out of big gun range of the stormwall. Ruin, the eliminators and the other drakhun all run up.

    Stormwall advances an puts down some covering fire to block movement where it can. The blazers advance up aggressively towards my zone, out of charge range of reavers or behind the covering fire. The defender and B13th also advance up on my right, though more cautiously. Seige creates a Foxhole for himself and some gun mages next to the stormwall.

    Turn 2:
    The doom reavers run up, a couple engaging two blazers and the rest spreading out behind, contesting my zone. The drakhun also runs to contest my zone off on my right flank. Reinholdt then gives Lucky Charm to Zerkova before she advances into the trench and my zone, feats, and boosts a gun shot at the nearest blazer. She hits and kills, turning it into an arc node who turns around. She then casts a 1 cost Frost Hammer and boosts to hit on two blazers on the hill while not boosting on a third off it. All three are hit and killed. On my left the eliminators position in the enemy zone behind the forest and ready to charge the objective. The ulhans, kodiak, Ruin and remaining drakhun all threaten the middle and opponents zone, though are fairly far back.

    I can't remember the exact order of things here, but the rightmost drakhun gets dismounted, 4 doom reavers die and the other two tough (but are within 4" of the Effigy) and the other drakhun takes some damage. Nothing gets into my zone though.

    Khador: 1 Cygnar: 0

    Turn 3:
    The remaining doom reavers stand up thanks to the Effigy before charging, killing two members of the B13th. My two eliminators on the left charge the objective, but leave it on a box. The ulhans charge, taking out the gun mage in the opponents zone and finishing the objective. The central drakhun charges Seige, doing a heap of damage. The kodiak runs to threaten the stormwall and Ruin and the juggernaut run up too. Zerkova moves right in my zone before putting up Watcher and a cloud to block line of sight from Seige to his only charge target and one in front of Zerkova.

    Khador: 4 Cygnar: 0

    The only thing that might work is loading up the stormwall, Force Hammering the drakhun away and charging an eliminator. However the eliminator is behind the cloud and the Force Hammer doesn't push the drakhun far enough, so Seige would have to take a freestrike with only a couple of boxes left. Gun mages can contest the opponents zone and the last blazer could run into mine, but it's all stuff that will be trivially killed next turn.

    Victory to Khador!

    Pleased with the list again! Getting to arc Frost Hammer was sweet, Lucky Charm really made the dice much more favorable to me. Every roll was better than 50% to go off, but the re-roll insurance was really nice to have. Playing against a caster that can remove clouds was much trickier, but worked out. And the Effigy was far better than the Fuel Cache!

    Zerkova
    I'm definitely liking her with this list. She works much better than the first time I tried her. The feat is really good against guns! Makes life very difficult for opponents.
    Reinholdt
    I feel this game showed why he's so much better than Wyshnaylrr with Zerkova1. The fact Lucky Charm could help with the arc node set up and the spell was much better than just helping with the spell. A boosted 9 with a re-roll feels far safer than a simple boosted 9!
    Juggernaut
    Just got in the opponents way this game.
    Ruin
    Similar, he didn't have much time to get involved here.
    Kovnik Andrei Malakov
    Was nice being able to play the kodiak outside Zerkova's control range on this split scenario.
    Kodiak
    Yep, great! Leaving clouds behind helped give Malakov somewhere to hide.
    Man o War Drakhun
    Love these guys!
    Doom Reaver Swordsmen
    Was again pleasantly surprised by them. I wonder if it's just because Zerkova1 helps them out a lot though. They feel like they'll only work with casters that can help protect them.
    Iron Fang Ulhans
    Still great! The long threat range is really key to them I think.
    Kayazy Eliminators
    Such a nuisance for opponents! Fast enough to flank and they just generally cause problems.

    Thanks for reading!

    Cheers,
    Dave
    Last edited by The Buoyancy of Water; 12-31-2016 at 12:50 AM.
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    real men play Khador
    Quote Originally Posted by Wendan View Post
    And Kilts are wasted on no one.
    My Khador Battle Reports

  23. #103
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    Thank you for all of these wonderful write ups! I've been reading them since you started writing them and have always enjoyed them. (No idea why I haven't responded before other than I didn't have anything constructive to add.)

  24. #104
    Destroyer of Worlds The Buoyancy of Water's Avatar
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    Quote Originally Posted by Tapecrawler View Post
    Thank you for all of these wonderful write ups! I've been reading them since you started writing them and have always enjoyed them. (No idea why I haven't responded before other than I didn't have anything constructive to add.)
    That's great, thanks Tapecrawler! Glad you're enjoying them

    Cheers,
    Dave
    Quote Originally Posted by Baroness1987 View Post
    real men play Khador
    Quote Originally Posted by Wendan View Post
    And Kilts are wasted on no one.
    My Khador Battle Reports

  25. #105
    Destroyer of Worlds The Buoyancy of Water's Avatar
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    Karchev vs Stryker3, Extraction

    Final game of 2016! Time to try a new version of my Karchev list as a possible pair with Zerkova.

    Karchev +30
    -Destroyer -14
    -Devastator -14
    -Juggernaut -12
    -Juggernaut -12
    -Kodiak -13
    -Kodiak -13
    -Marauder -10
    Gobber Tinker -2
    Ogrun Bokur -5
    Ogrun Bokur -5
    Orin Midwinter -5
    Armory

    Stryker3
    -Stormclad
    -Thorn
    Laddermore
    Captain Guy
    Rhupert
    Stormlances (Max)
    Stormlances (Max)
    Trenchers (Max)
    Effigy of Valor

    Terrain had a fairly central forest, slightly closer to my deployment. There was another forest in front of my opponents deployment zone. There was a hill to my left and a huge wreck to my right. There was also a hill on my opponents left and some other bits scattered about.

    My opponent wins the roll and goes first. Stormlances take both flanks, the stormclad is slightly to my right and Thorn is to my left. Laddermore and Stryker are central with the solo on foot guy. I deploy Karchev slightly to the left of my objective with both kodiaks and the marauder to his left. His bokur is on his right, then the destroyer ready to move up behind my objective. Both juggernauts are further right with the devastator taking my right flank. The second bokur is behind those three and Orin is pretty central. The tinker is behind Karchev. Finally the trenchers advance deploy front and center.

    No pictures again, sorry!

    Turn 1:
    Everything runs up, grabbing board space all over the place. Fury goes on the stormlances to my left, Escort is on Stryker and Iron Aggression goes on the stormclad.

    I largely run up with everything, though not to full range. Battle-Charged goes up and I put the devastator and a kodiak out on both flanks to tempt stormlances in. The second kodiak goes into the central forest while the rest just moves up as far as they can safely. The destroyer makes two trenchers tough, which they both do, though one is not in range of the Effigy, so won't stand up for free.

    Turn 2:
    Upkeeps stay up. My opponent wisely doesn't take the bait and instead spends the turn claiming some more space with stormlances while getting clouds up with the trenchers to cover the central jacks and support. The stormlances on my left did shoot the left kodiak a little for about 6 damage before backing off.

    I drop Battle-Charged and allocate one each to the kodiaks and devastator. Karchev advances up behind the central forest and casts Road to War, sitting on no focus but out of line of sight. The left kodiak drops a cloud to link with the left of the central forest before charging a trencher, killing it and moving to engage two stormlances. It hits the same lances with both remaining attacks and at dice-1 it does a total of 3 damage... The destroyer aims and kills a trencher, letting the centralkodiak advance a further 3" through the forest. It can then charge Laddermore and after it's attacks and steam she is dead along with another trencher. The devastator then boosts a slam into a trencher, knocking him into his buddy, killing both. The juggernauts move up safely and the marauder moves behind the cloud on my left, contesting the left flag. The right bokur moves to my right flank in a trench, tempting stormlances in. Orin bounces lightning off the devastator, killing another trencher or two. The left bokur hangs out near Karchev.

    Turn 3:
    Fury is dropped and focus is handed out. Unsurprisingly it's feat time for Stryker. Both kodiaks die, the devastator is left on 5 boxes and the rightmost juggernaut takes a little damage. Stormlances on my left end the turn arced round the flag and those on my right are either in melee with the devastator or juggernaut or are in the open in between. The remaining trenchers are spaced out in the center.

    I upkeep Road to War and gives focus to both juggernauts. Karchev takes the extra movement, feats, advances to my left and sprays a trencher in the back and a stormlance. Hilariously he misses the trencher but kill the lance! The bokur on my right charges the lance engaging my juggernaut, knocking it down due to tough and then not making the second attack. I forget to repair the juggernaut before the destroyer moves up and finishes that lance, letting the juggernaut advance. The devastator uses bulldoze to get base to base with the stormclad and two lances, killing both lances and damaging the stormclad in the following explosion. The juggernaut moves up to the stormclad and doesn't kill it after missing 3 of 4 axe attacks when needing 4's to hit (the stormclad had Fury on it). However the other juggernaut can get behind Thorn thanks to Road to War from somewhere and boosts attack rolls to kill it easily. The marauder uses Road to War then advances and combo-smites one stormlance into another, killing the main target and knocking the other down. Orin zaps some more trenchers, knowing he's dead next turn anyway.

    Turn 4:
    Fury is dropped. Stryker is starting to run out of things to do damage with. The devastator is finished off and the bokur on my right plus Orin are killed too. One of the juggernauts gets killed and Rhupert runs to the right flag to control it. On my left the last couple of trenchers try to get in the way while the remaining stormlances reposition back, taking pot shots at the marauder as they go.

    Khador: 0 Cygnar: 1

    Road to War stays up and the destroyer gets a focus, as does a juggernaut I believe. The destroyer advances to one lance, kills it and moves to another, also contesting the right flag. It also kills the second lance. The stormclad is finished off, as are the last couple of lances on my right. On my left the bokur kills a trencher blocking the marauder (dat client bonus) before Karchev takes the extra movement and advances through the forest to the left flag. He sprays the captain guy and a stormlance. He boosts to hit on the solo, killing him and letting the marauder move, before again randomly hitting and killing the stormlance! The marauder can then charge another stormlance, killing it.

    Khador: 2 Cygnar: 1

    Turn 5:
    Stryker charges into the destroyer with Fury up, doing big damage through buying lots of attacks, then repositions to the flag. The last stormlance also charges it, as does Rhupert to try to bring it down, but it lives on about 5 boxes. The last two trenchers try to charge out of melee with the juggernaut, but the first dies and the second toughs due to the freestrikes.

    Khador: 4 Cygnar: 1

    My turn ends and I score the last point needed! There was a nice assassination on with getting the juggernaut to Stryker fully loaded

    Victory to Khador!

    I felt the list did well against such a good armour cracking list like Stryker3. I think I could set up jacks as bait where if the opponent commits to them I can then kill heavy hitters back and go up on attrition, but if they don't go in I gain a scenario advantage. This game felt like it was somewhere in the middle.

    Karchev
    I was debating on running this list with Karchev or Harkevich and I'm happy I went with Karchev (though I think Harkevich would be ok). I like going for Battle-Charged early to get into position, then switching to Road to War as soon as you can get into melee. The tempo change is really good. Didn't feel the change to the feat had much of an impact, just made it seem like a more reasonable feat turn compared to before!
    Destroyer
    Finally feels worth the points! With a smaller gap between this and the juggernaut it is a more viable option. The gun is legit and it still has MAT7 and P&S17 if it needs to mix it up in melee. With the change to Karchev's feat this wins over Ivan for me now.
    Devastator
    I like having one around in a list with no jamming infantry. Solid jack.
    Juggernaut
    A simple tough beater, does it's job and nothing else!
    Kodiak
    Pathfinder is really important! The smoke being boostable is great too considering Una2 is somehow a thing.
    Marauder
    Didn't get to smash and huge bases, but does it's job of disruption very well. Aimed slams are great! I did consider slamming a kodiak into Thorn to knock him down and it's nice to have those options.
    Gobber Tinker
    Would have repaired if I'd remembered to do it before triggering Road to War. I think a tinker is the minimum repair required since Karchev can't repair himself.
    Ogrun Bokur
    These were great! Easy to set up the client bonus to make them do a heap of damage and clear out blocking stuff. Eliminators could do the same job, but then I loose the defensive aspect. Will stick with bokurs.
    Orin Midwinter
    Given there were no offensive spells to deal with he did well, switching to a more aggressive role and spending tokens assuming he would die the following turn.

    Thanks for reading!

    Cheers,
    Dave
    Quote Originally Posted by Baroness1987 View Post
    real men play Khador
    Quote Originally Posted by Wendan View Post
    And Kilts are wasted on no one.
    My Khador Battle Reports

  26. #106

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    Hey,

    some really nice Battle Reports you got there, I am really enjoying them.

    Just a couple of quick questions regarding a few lists:

    Zerkova1:
    I really like Andrej with her, but I have too question on him. Do you think he can take 2 Jacks (out of Marauder, Juggy, Destroyer)?
    Also why do you give him the Kodiak and not the Juggernaut? Kodiak always really shines for me because he is so focus efficient, (2 Initals + throw) while the Jugernauts almost always wants 3 Focus and loves the free charge.

    Strakov:
    Isnt Andrej a bit counter productive there? I mean Strakov likes a big battle-group.
    Also did you ever Consider some of the more expensive Jacks?
    Behemoth for Sentry and easy Overrun (or is the new and chep Destroyer enough).
    Groaler for KD, Pathfinder etc?
    Ruin, because...well he is awesomely cheap, good for Assasinations etc.

    I really like the WG and the Uhlans seem to be pretty good because of the Flank potential. What do you think of Eliminators?

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