gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 9, 2012 21:08:59 GMT
Warmachine & Hordes 101Being that the journeyman league starts in less than a month I thought it might be a good idea just do write up a little tactica, just to discuss some of the basic ideas behind the game. While I don't pretend to be the best Warmachine player in the world, I would like to think I know a thing or too that a new player would find useful. A lot of these things might seem very straight forward and obvious but it is amazing what we forget in the heat of battle. Page 1Reply #1 - The Basics Reply #2 - Battling with Battle Boxes: Warcasters & Warlocks Reply #6 - Q&A: Animus Reply #7 - Battling with Battle Boxes: Warjacks & Warbeasts Reply #8 - A little late but I found some great demo videos of Warmachine from GenCon. Reply #9 - Expanding Beyond the Battle Box Reply #11 - Journeyman Scenarios Reply #12 - Battle Box Basics: Cygnar Reply #13 - Battle Box Basics: Cryx Reply #14 - Battle Box Basics: Khador Page 2Reply #15 - Battle Box Basics: Menoth Reply #18 - Battle Box Basics: Mercenaries Reply #19 - Battle Box Basics: Retribution of Scyrah Reply #20 - Battle Box Basics: Circle of Orboros Reply #21 - Battle Box Basics: Legion of Everblight Reply #22 - Battle Box Basics: Skorne I will continue to update this thread up until the start of the league with basic hints and tips. However once the league starts I will try to offer more specific tactics and strategies. Of course everyone is welcome to chip in and share their experiences, knowledge or any questions you might have. Of course if you want to go off and study up at your own pace there are a few places I can recommend you visit: Privateer Press forum - privateerpressforums.com/Battle College (wiki) - battlecollege.wikispaces.com/Forward Kommander (list building site) - www.forwardkommander.com/Lost Hemisphere (blog) - losthemisphere.com/blog/Gearjock (video blog, which I have posted some specific links to below) - www.youtube.com/user/GearjockCheers Callum
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 9, 2012 21:13:03 GMT
The basicsGetting StartedI think the most important thing for any new player is to know what your models do. Well duh I hear you cry, well some times your models can have a lot of different abilities to offer your army. For example even in your battle box your warcaster/lock and warjacks/beasts will have multiple weapons (melee and/or ranged), special actions and/or attacks, passive attributes, and multiple spells/anima, on top of abilities and actions specific to there model type (listed in the rule book). This can be a lot to remember in your first games, so the more you study up on what your models can and can't do the better off you will be! Warcasters and WarlocksLeading your force is either a warcaster or warlock, a magic wielding powerhouse that brings rapture to your enemies. Of course with great power comes great responsibility if you lose them it's game over, so there is an important balance to be found in whether to lead from the front or the rear. Too far back and you may not be able to bring their power to full force, too far forward and you run the risk of them being over run and slaughtered by your opponent losing you the game in one swift strike. Depending on your warcaster or warlock they may be more suited to certain positions within your army, but even then it is important to know when its worth over stretching your reach if the risk is worth it. Warjacks and WarbeastsThese guys are your work horse for battle box games, they will do almost all the heavy lifting and killing, so know what you have at your disposal. Besides what is on their cards in terms of stats and abilities warjacks/beasts are able to use power attacks, when used correctly they can be often more effective than simply pounding on enemy models. Units and SolosThese models make up the rest of your army in latter rounds of the league. Units offer you more tactical choices to expand your lists, whether it is a unit of riflemen to riddle your opponent full of holes or steam powered zombies bent on tearing enemies limb from limb. Solos tend to add more versatility to your list they may do that through buffing other models or casting extra spells. Both serve to help lighten the load on your warcaster/lock and warjacks/beasts. List BuildingThere are many ways to go about list building, be it models or a theme you like or just cramming in the maximum cheese value you can (I name no names), see Prime/Primal MkII pg38 for army building rules. But what ever way you choose it is important to understand two things when building any list: how do I intend on winning with with this list and what it's weaknesses are. Now while winning may not be the most important thing (hey I am sure someone, somewhere likes to lose) you should still know what tools you have at your disposal. In Warmachine and Hordes the way in which you can win every game is to kill the opponents warcaster/lock (even in scenarios) so have a couple of plans to deliver an assassination run. Depending on your faction, model choice and opponent this will vary wildly. However the essence will remain the same as you will have to get through your opponents forces to hit at a high defence and/or armoured model multiple times to kill them. If your force only has one model capable of doing this reliably (other than your warcaster/lock) your going to have to have to assume during some of your games that model will die and where will that leave your army? So make sure you have a few alternate or back up plans. Secondly what are your forces weaknesses? This could be a low model count (meaning you could be out manoeuvred), a high model count (your force will mostly be lower skilled models), perhaps you have few or even no high powered attacks (so high armoured models will be a problem) or that your list relies heavily on one type of attack (easier for some opponents to counter). Once you understand your forces weaknesses you can build strategies to mitigate them. Game TimeYou have studied your list and models and now it's time to put your plans in to action. As mentioned earlier, remembering all the above in the middle of a game can be challenging to even veteran players, so don't get stressed if you forget a few things. But the main thing to remember about the journeyman league is that it is more about the learning process and having fun than just the winning. After all there is only 1pts difference between winning and losing your games and further more there are more points available for painting your force than for playing the games, so just enjoy learning the games. When you do lose you can always challenge your opponent to another game after you have picked up some more experience and a few pointers, then pound them in to the dirt... which is all the more satisfying. Next I will discuss battling with battle boxes. Cheers Callum
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 11, 2012 9:57:03 GMT
Battling With Battle BoxesWarcasters and WarlocksTo kick things off in this section I will be talking in more detail about your warcaster or warlock, seeing as it is easily your most important model in any army. In a battle box game this is even more evident as the rest of your models are warjacks/beasts and rely on either the warcaster dishing out focus or warlocks controlling their beasts rage and thus allowing them to perform normal actions better or special actions. On top of that warcasters and warlocks need there focus/fury for their own defence and to cast spells and for Warmachine players the balanced use of focus becomes a tough lesson in asset management, while Hordes players get to play with fire as they deal with a little risk management. Warcasters have a finite amount of focus to use in a turn, meaning it is important to plan ahead for your turn in terms of what focus you will need to spend (on upkeeping spells etc.), how much you want to allocate to your warjacks and what to keep on your warcaster (to use for spells, attacks or boost their arcane shielding). Being that most warcasters tend to have between 6 and 7 focus this is often a more difficult task than it sounds and making hard choices will be part of every plan you put in to action. For their special rules see Prime MkII pg 74-79. Here is Gearjock giving an over view of focus: www.youtube.com/watch?v=DtvMb9yORBI&list=UU2T9i-FHD6C56V5MxEqzP4A&index=28&feature=plcpWarlocks instead draw their fury from their warbeasts actions from previous turns, meaning that it is possible for your warbeasts to generate more fury than your warlock can draw back in. Therefore you must balance having a massively active and destructive turn and therefore limiting your options on the following turn. Add to that your warlock can hold on average 6 fury and will want to hold on to a few fury at the end of each turn to prevent damage to themselves, which will further limit their ability to draw in generated fury and so can it becomes a very risky business of weighing up just how much you can generate safely. For their special rules see Primal pg 75-82. And Gearjock on fury: www.youtube.com/watch?v=t3uxHjfWcwU&list=UU2T9i-FHD6C56V5MxEqzP4A&index=29&feature=plcpSpells are the backbone of your warcaster's or warlock's contribution to your army and will influence what combination of models that they can best support in bigger games. In the battle box games your spells will heavily influence the play style of your games, so coming up with different ways in which you can use your spells can make all the difference in smaller games. Feats are once per game abilities that can really change the tide of war. Often the biggest mistake new players make is forgetting to use them entirely, but even experienced players will often regret not having used them earlier in the game. It is important to realise that some feats seem defensive at first glance but can have offensive applications. For example Cygnar warcaster Coleman Styker's feat provides every friendly Cygnar model within 12” of him a bonus of +5 Armour, which is clearly a defensive bonus, but it can be used to put heavy pressure on your opponent with reduced risk to your own models. Should your opponent have longer threat ranges than you it's possible to use his feat and run in to their front lines to take away their alpha strike ability, tying up their heavy hitters or just putting you in a stronger position for your next turn. Weapons most of the time warcasters and warlocks will only have melee weapons, relying on spells for ranged attacks, so unless they are beat sticks themselves they will often only see action in desperate situations. However if they have a ranged weapon don't forget to use it as effectively its like having a free spell (or the equivalent of 2 focus or fury) at your disposal every turn and you would be amazed how useful a free POW12 attack can be. That's it for today, but this topic will be continued with some thoughts on warjacks and warbeasts. Cheers Callum
|
|
|
Post by Asurya on Apr 11, 2012 11:07:57 GMT
Good stuff Callum. Cheers for taking the time to add this extra content.
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 11, 2012 16:14:21 GMT
Its nothing too clever just yet, but I thought it might be a good idea just to share a few thoughts that go through my head when playing and give people an idea of the game. I'm going to add things every couple of days for the next two weeks and people can use the thread to ask other players in the league players for advice. Also coming up will be a league painting thread to help everyone to stay inspired and motivated Cheers Callum
|
|
nine
Human Shield
Posts: 6
|
Post by nine on Apr 11, 2012 21:13:53 GMT
Can I ask how animus works in relation to Hordes?
Thanks
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 11, 2012 22:01:54 GMT
Of course Animus work much like spells but are found on warbeasts. When a warbeast uses its animus it generates a number of fury equal to its casting cost and then follows the animas instructions (in terms of target, range and effects). As an extra bonus a warlock controlling a warbeast can also cast its animus (as if casting one of its own spells) so long as the warbeast is in its control area. This is why warlocks often have fewer spells than warcasters. An important distinction must be made however, an animus cast by a warbeast is simply an animus, but when cast by a warlock they are considered to be spells. This can be an important point of distinction as some models can be immune to spells (friend or foe) and therefore they will not be immune to anima. By the way Andrew, your question has brought my next section down to the rough word count I have set myself, so thank you ;D Cheers
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 13, 2012 9:15:49 GMT
Battling With Battle Boxes (continued)Warjacks and WarbeastsThese are incredibly powerful models with access to actions other models could only wish for, they can trample over the top of warriors, slam other warjacks/beasts around the table or even throw models at other about like rag dolls, toppling others as they helplessly fly through the air. Their special rules can be found in Prime/Primal MkII pg 73 and power attacks on 51. Because of there size they can be tempting to hide your warcaster/lock behind but be careful not to get too close if your opponent has lots of AoEs to through at you, because they are often a lot easier to hit than your warcaster/lock is, so beware. In 'Mangled Metal' games losing all of your warjack/beasts will lose you the game in the same way losing your warcaster/lock would in any game. So make sure you pay particular attention to this in your first league game as you might find yourself in a position where it is easier to kill them off than your opponents warcaster/lock. Warjacks rely on their controlling warcaster for focus to help them perform feats beyond that of mere labour jacks. Warjacks can spend one focus to preform a long list of boosts, special actions and attacks, on top of that warjacks (and warcasters) can shrug off some detrimental effects by spending focus. Where warbeasts differ to warjacks (and even their controlling warlocks) is that they generate fury where other models would spend it and also have access to there own special spells called 'animus' (see reply #6). This makes warbeasts far more versatile than their counter parts in that you only have to generate as much as you need to in order to get the job done... the risk is that you need more than you first thought to finish the job and 'run hot' and your warbeast(s) frenzy out of control (or worse stuck with any left over fury for their following activation). Power Attacks are amongst some of the most fun things you can get up to with your warjacks and warbeasts. Head/weapon locks can be used to disable models powerful weapons that you may be otherwise unable to damage. Head-butts allow you to knock down models so you can automatically hit with any further melee attacks that turn. Pushes can be very useful in scenarios using control points (such as Killing Fields) as it deals no damage but pushes an opponent 1” directly away and only requires a roll to hit unlike some more complicated power attacks. Tramples use is two fold, smooshing a load of small based warriors in to the ground as you stomp over the top of them (which is always fun), but warjacks/beasts are able to then buy extra melee attacks on models that thought they were safe hiding behind their front line troops. But the power attacks with truly hilarious uses are: Slams which let you barrel into an enemy models and send them flying backwards smashing into any models behind or terrain (...perhaps off a cliff ), knocking down any models involved. This can be a great way of making models with high a defence (such as a warcaster/lock) hiding behind lower defence warjacks/beasts much easier targets for follow up attacks that turn. Throws are much like slams though can only be performed if you have at least one open fist weapon and walk in to or are already in combat, but the advantage is that you choose the direction of a throw and double handed throws being more potentially accurate and therefore effective. But its a fun way to kill your opponents warcaster/lock by chucking their own warjack/beast at them! Gearjock covers power attacks in a couple of his videos here: www.youtube.com/watch?v=Z0BbvhnCILc&feature=g-crec-uwww.youtube.com/watch?v=qcc2URJZEhY&feature=g-crec-uThere you go till the weekend, but next up expanding beyond your battle box. Cheers Callum
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 13, 2012 15:28:51 GMT
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 15, 2012 18:52:25 GMT
Expanding Beyond the Battle Box
Game 2 – 15pts You will only have between 1-4pts to play with in your 2nd game (depending on your battle box), so your options will be fairly limited. Generally it is easier to take a couple of support solos or a unit that will provide some extra utility, this may help your force be more focus/fury efficient directly or through buffs and you may even be luck enough that those models can also repair/heal your warjack/beasts. The other option is to take offensive solos or a cheap unit, this can be a little more of a gamble as they are going up against models that will be hard to hit and or damage and will likely go down to one hit from any of your opponents models.
Solos Depending on your list solos have many different functions, some can cast spells of their own or your warcaster/locks, provide focus/fury management, buff models or units, provide other utility abilities or are simply there to try and put damage on your opponents models. When choosing solos it is important to realise what your list is missing or needs assistance with and try to pick solos that will help out in that respect, this will become easier to do when you have a few games under your belt.
Game 3 – 25pts This game allows you to experiment a little more with army composition and other than taking the battle box content you are free to spend 11-14pts on what ever models you fancy (so you don't have to use what ever extra models you took in the 15pt game). But normally its worth while picking models based around your warcaster/locks spell list and feat or ones that support other models in your list.
Units Some units can provide support like most solos can, but most are self sufficient entities able to operate outside the warcaster/locks control area just as well as inside it. So units often play flanking roles where warjack/beasts can't because they operate best in their warcaster/lock's control area. Some units also have access to weapon and or unit attachments. Weapon attachments speak for themselves, whether they take the form flame throwers, rockets or some other weapon of war. Unit attachments are more often than not consist of an officer and supporting model, these provide extra granted abilities, tactics or other bonuses to the unit while they are still alive and can really improve the performance of the unit.
Game 4 – 25pts (alternate warcaster/lock) The single biggest change you can make to any list is your warcaster/lock. Because of the different spells and feat each carry can radically alter how a list behaves. This can seem a little strange to people who play large scale battle systems where one model rarely makes such a difference across a whole army but in Warmachine and Hordes that one change really can make all the difference, so personally I would recommend giving a it a go.
Game 5 35pts (original or alternate warcaster/lock) This is the 1st regular size game, in which you have the opportunity to field a balanced list and by that I mean having enough variety in your list deal with anything your opponent might throw at you. This is why 35 or 50pt games are the most common size games, as anything more can be more than a 2 or 3 hours of gaming.
Game 6 35pts (unrestricted) This is the 1st league game where you can true put your mark your list, you no longer have to take any models you have previously fielded (though it must still be the same faction). So its time to put all the experience you have gain over the weeks to the test with either the models you are used or a list you have been contemplating as your skills have developed.
Next time Scenarios.
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 15, 2012 19:14:24 GMT
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 18, 2012 15:10:23 GMT
Journeyman ScenariosLike most war games scenarios play an important roll, especially in organised events, in Warmachine and Hordes often. Privateer Press have lots of different organise tournament and league options on offer, from the introductory 'Journeyman League', to story driven leagues such as their current 'Olgunholt' league, to competitive 'Steamroller' tournaments and their intense 'Hardcore' format. All the information on them is freely available on Privateer Press's website, to down load and read at your pleasure, in the organised play section. In the Journeyman League there are three scenarios you can choose to play: Mangled Metal/Tooth and Claw, Kill Box and Killing Fields; details of the scenarios can be found here: docs.google.com/open?id=0B5vkNOiPjNxGSi16YUk3UHBTOGVUVEZjSDlMbE1ydwMangled Metal / Tooth and Claw (1st game only)This scenario is the most straight forward of all the scenarios. It's special conditions are that you army may only include either: a warcaster and warjacks under their control; or a warlock and warbeasts under their control. This scenario, like any other, can normally be played at any points level but for the purposes of the league is simply what is contained in your battle box or equivalent, though more often than not it suits smaller point levels anyway. It also has special victory conditions above a normal game which is that should a player have all their warjacks/beasts destroyed or removed from play they lose. This can seem silly to people who do not play Warmachine or Hordes as if you were to lose most of your army in any other game it would be a foregone conclusion, but very often a game is winnable right up until your warcaster/lock loses their last health point. Though this is perhaps less so for Horde factions as their warlock relies on their warbeasts for fury and damage reallocation, so if they lose all their warbeasts there is only a limited window of opportunity to pull out a victory. Kill Box (2nd - 6th game)Again this is a relatively straight forward scenario, that requires players from their second turn onwards to keep their warcaster/lock within the centre 28” square of the table. Only the current player checks at the end of their turn to see if their warcaster/lock is within the designated area, if they are not they are destroyed and the game is lost. Because it is only the current player that checks their models it is not possible to simply slam/throw an opponents warcaster out of the area... however you could slam/throw them out and then follow up with more models to negate their ability to get back into the area, thus securing a win at the end of your opponents turn, though this is is far from easy. Be careful I you choose to tactically withdraw from the fight as it may cost you the game in this scenario! Killing Fields (optional for 5th & 6th game)Lastly is a scenario with objectives and more usual take and hold style. There are three 50mm objectives along the centre line of the table and from the second round onwards players score 1 point for each objective which has only friendly models touching the objective. This scenario offers lots of opportunities to use snide and underhanded tactics to keep your opponent off or knock them off objectives, depending on your spells and also use of power attacks with warjack/beast(s). It is important to play attention to both win conditions either the normal destroy your opponents warcaster/lock or having 7 or more control points. It can be easy to get caught up in one or other objective and end up losing the game because you forgot about the other. Gearjock discusses some tactics for Take and Hold scenarios which can be applied to Killing Fields: www.youtube.com/watch?v=5gya76CkrNk&feature=g-crec-uNext up discussing tactics for battle box Warcasters & Warlocks.
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 20, 2012 10:24:58 GMT
Battle Box Basics
In this section I want to talk in more specificity about each battle box, to give you an idea about what you will be using, what you might see across the table and I will endeavour to offer up some different information to that which is available on Battle College.
Cygnar (Sig-nar) The strength of Cygnar lies in their combined arms approach to warfare, this means they are a jack of all trades and master of none, in general terms. With the battle box this is fairly evident there is lots going on but lacks a little focus, though that does mean it does not have any major weaknesses.
Coleman Stryker has a lot to offer in terms of versatility, but does not compare to casters who specialises in a particular field. He does provide a lot of support to his army through the various spells at his disposal an armour bonus (Arcane Shield), defence bonus vs ranged attacks (Blur), range bonus (Snipe) as well as being able to knock models down (Earth Quake). Don't forget about his weapons as they both cause disruption, so his pistol can be very useful if you want to mess with your opponents warjacks for a turn.
Because he has a lower focus stat he will be stretched thin most turns, so it's worth planning out your turns carefully. Some things to consider about the buffs he can dole out is to place them on models that already have a strong corresponding stat. For example instead of putting Blur on the Ironclad giving it a reasonable defence, put Arcane Shield on it for a great armour value and Blur on Stryker himself, making him much tougher to hit from a distance. Stryker's feat gives a massive armour boost (stackable with Arcane Shield) to everything in his control area meaning you are able to weather a lot of punishment so use it early and when it will make the most difference.
Ironclad (Heavy Warjack) is your heavy hitter and follows on from Stryker with some nice knock down effects from its giant Quake Hammer allowing you to then easily smack stuff about. The Tremor special attack is useful in close quarter fighting and if your luck enough to catch the opponents warcaster/lock in the AoE and get a decent roll you can then pelt it from afar as only the Ironclad should be left standing.
Lancer (Light Warjack) is a bit of an odd duck as it only has melee weapons and an arc node (allows the warcaster to use the model as the point of origin for spells), which is a little counter productive as the latter can't be used in combat and significantly adds to the model's cost. However the Lancer is still a useful model and in a Striker list will not require its arc node very often so make use of its War Spear and cortex frying Shock Shield, which can be more devastating the POW of its weapons.
Charger (Light Warjack) I find oddly named as it is more likely to use its gun than charge. This is because while Stryker could use his pistol and Arcane Bolt to get off a pair of fully boosted (attack and damage rolls) ranged attacks, the Charger can do the same but for half the cost in focus. Still its melee attack can be useful too when it is required.
General Tactics In general you will need to pick your targets and then pound on them with everything you have got, making good use of Stryker's pistol, the Ironclad's knock down abilities and the Lancer's Shock Shield to disrupt your opponents turn as much as possible, which can often be more effectively than simply using the brute force tactic. Once you expand beyond the battle box units can take even greater advantage of Stryker's spells and feat, also a few support solos like the Squire and Journeyman Warcaster can help ease the pressure on Stryker's focus pool.
Next time some steampunk undead action courtesy of The Nightmare Nation, but in the mean time if you have any questions please do ask.
Cheers
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 22, 2012 10:48:08 GMT
Battle Box Basics
Cryx (Thee Nahyt-mair Em-pahyuhr) Undead creatures tear you limb from limb, as you draw your last breath your soul is torn out, its power used to fuel deadly spells against your comrades and finally turning your corpse in to parts for more unspeakable horrors; is where it's at for Cryx players. And the battle box only has one surprise for you the warcaster is not undead.
Warwitch Deneghra is a spell slinger of the highest order and capable of little else, unless things are dire or you have lots of de-buffs on your target (but she does have a lot of those). Deneghra is like every woman and like to have something for all occasions in her wardrobe and by that I mean spells, lots and lots of spells. You nedd an armour de-buff, no problem here's Parasite, armour and defence a problem use Crippling Grasp... but wait that's not all it also drops their mat, rat and stops them running or charging, better still they are upkeeps! She also has Scourge a damaging AoE that knocks down anything under the template, Venom is a nice little spray which will see more use in bigger games featuring units, Influence that allows you to take control of a solo or other basic warrior model, move it and melee attack, (deep breath) and lastly Ghost Walk grants the Ghostly ability to a model/unit for a turn (meaning it can ignore terrain and free strikes). To make things worse for your opponent her feat is a more all encompassing version of Crippling Grasp, which is stackable with her other de-buffs.
Having access to such great spells Deneghra really hates to give out any focus, so her army really needs to be self sufficient and with the battle box this is not the case; so you will have to consider the best use of your models and spells to get the maximum effect from her focus. Deneghra is also very dependant on her arc nodes to get her spells out on enemy models while keeping her at a safe distance, so its just as well she has three of them.
Slayer (Heavy Warjack) is a fairly useful warjack as it has three base melee attacks, a combo strike for tougher models and access to every power attack due to it's dual open fists. Like most things Cryx it's a bit of a glass cannon, it can deal a fair bit of damage (especially if you can get one of Deneghra's many de-buffs on it's target) and moves lightning fast compared to most heavy warjacks, just don't expect it to take much punishment.
Deathripper (Light Warjack) is basically legs, an arc node and a mechanical mouth that once it hits will just keep chomping down on the target (due to the sustained attack ability) and Deneghra brings two along. While their bite is nasty and not to be ignored on lighter armoured or de-buffed targets its true worth is its incredibly fast speed and the arc nod on its back that will allow Deneghra to blast her enemies a safe distance away. But try not to throw them away as it won't take much to put one down.
Defiler (Light Warjack) takes up the last arc node slot and is second of four variants based on the Deathripper chassis, this one instead of having a powerful melee attack has a spray attack, which is a little more powerful than Deneghra's Venom spell. If your close enough that you don't have to run to get in to range of your target it means you can use it's spray to range find for following spells and maybe put some damage on it for good measure.
Because of Deneghra's spell slinging and focus hungry nature your tactics will really revolve around her messing with your opponent and then picking off targets. It is possible to get a one turn 'caster' kill if you pick your moment with any army but Deneghra can be a real killer if you set up your feat turn just right, due to the massive de-buffs she can stack on one model, minus four defence and armour will make any Warcaster/lock easy pickings for some spells or a charging Slayer. But be careful as she is very squishy if your opponent can get to her.
Next time the Reds are coming.
|
|
gcflash
Veteran
Hoo ha huh!
Posts: 332
|
Post by gcflash on Apr 23, 2012 11:56:21 GMT
Battle Box Basics
Khador (Kha-dor) The Motherland is protected by some of the toughest and well armoured warriors and warjacks in the game, but most of their ranks are made up of basic but well trained Winterguard. Khador's attitude to warfare is the bigger the better, however they have often ignored new technologies over more tried and tested means, so they have fallen behind Cygnar in terms weapon accuracy and design.
Kommander Sorscha Kratikoff has some interesting tricks up her sleeve, mostly revolving around an icy theme, for both small and large games. In battle box sized games she can boost the charge range of a jack by increasing it's movement and giving it path finder (Boundless Charge), an AoE that can knock down models under it while also causing a flat rate damage rather than blast damage is nice (Tempest), a spell that allows her to make an extra move while gaining some defence in to the bargain (Wind Rush) which is worth casting every turn if you can afford it and lastly a straight forward direct damage spell (Razor Wind). In bigger games she has can give concealment to everything in her control area (Fog of War) which is stackable with the defence bonus from Wind Rush (making her Def 20 against ranged attacks) and she can freeze a whole unit to the spot (Freezing Grip). While her feat is freezes every enemy in her control area and her LoS, which is great for assassinations or just making sure your force will actually hit everything they charge/shoot. Sorcha is also one of the warcaster's to feature a pistol so remember to make use of it, as it is a cheaper alternative to casting an offensive spell when the need arises.
In the battle box you only have three models so most of the time you will be outnumbered, but your two warjacks have massive amounts of armour and health, while Sorscha is very difficult to actually hit due to her high defence, so many of your opponents attacks will simply miss or do little to no damage. So it is worth while take out your opponents biggest threat to either Sorscha or your warjacks and then just smash your way through the rest. Though if that is not going to work Sorscha has some great assassination tricks due to her feat and also Wind Rush if you feel a little more darring.
Juggernaut (Heavy Warjack) is the epitome of Khador warjack design, lots and lots of armour and big simple devastating weapons to beat your opponent to death with, though it is very very slow. Fortunately Sorcha can put boundless Charge on it to increase its threat range when it does need a little extra movement to get to where it's going.
Destroyer (Heavy Warjack) is the second of many variants based on the Juggernauts chassis, this time boasting a long range cannon, which sadly is not very accurate. Because Sorcha can make oppoents staionary (with her feat) or knocked down (with Tempest) the low Rat is not a big issue, also due to the long range you will often be able to out threat your opponent and therefore be able to stand still for an extra two Rat, which is good enough then to hit an average warjack/beast. It's axe also comes with a nice extra in that if you damage a weapon system or arm of a warjack you fill the remainder of the boxes related to that weapon or arm.
The warjacks in the battle box are straight forward enough and will take a hefty beating before finally submitting to the barrage of hits. Sorscha is the heart of all the tricks in this battle box, while mostly focused around her feat she can still deliver a killing blow herself or through her army with some sneaky use of Wind Rush or Tempest etc.
Next time redemption comes!
|
|