Post by Pop goes the world on Mar 14, 2010 2:30:18 GMT -6
Greetings, fellow Khadoran tacticians. I want to run a new list past you all, see what you think of my Theorymachine about the new Khador caster.
I picked up Strakhov the other day, and I think he could be a good caster for me. With his spell list, he is damn near a Cryx caster (lots of speed and stealth, surprisingly for a Khadoran caster), so it suits my play style well. Here is an annotated list, accompanied with the tactical role of each unit-
Kommander Strakhov- +6WJ- Caster, obviously. He will play a support role, laying down smoke with his Cinder grenades to screen his approach and throwing his support spells down until the force is set up for a feat turn mega-charge.
Destroyer- 9pts- The Destroyer will move along with Stakhov, trying to keep pace and popping a Sentry shot every round with his big gun (when anything moves moves on the opponent's turn!). When needed, the Destroyer can grab the Overrun spell from Strakhov, try to pop an enemy trooper and allow the Devastator to make a full advance.
Devastator- 9pts- The Devastator is the big hurt stick, and he will be faster than he really should. With Stakhov's Superiority upkeep, he will be SPD, MAT, and DEF+2. He can make full advances from Overrun when the Destroyer pops something. On Stakhov's feat turn, the Devastator has the potential to move and charge a staggering 15" if he Overruns. With Bulldoze. And this is a Khador 'Jack we are talking about. Plus he can trash 'jacks and infantry with equal grace, regardless of DEF.
War dog- 1pt- Keeps Stakhov high DEF and happy, since he needs to be close to the front lines to keep his spells going.
Assault Kommandos (Leader and 5 Grunts)- 5pts- A minimum unit of Kommandos, with Stakhov's Pathfinder Cadre can run along, pop infantry, and serve as a shield-walled speed bump for the main body. Plus they have lots of fun tricks they can pull off (and they just work fluff-wise)
Man-o-war Shocktroopers (Leader and 2 Grunts)- 6pts- A minimum unit of Shocktroopers might be too slow for this list, as the rest is pretty high speed. Still, they could provide a good protective barrier for Stakhov while offering some offensive ability on the Feat turn. I am still on the fence about this unit- it seems that the 6 points might be better served, but I am not sure how.
Widowmakers (Leader and 3 Grunts)- 4pts- Keep enemy infantry and solos in check while keeping pace with Swift Hunter. They can benefit from Occultation, giving them Stealth, which could be a HUGE pain in the ass for opponents
Gorman di Wulfe, Rogue Alchemist- 2pts- The stealthy and ubiquitous Gorman is just too much fun with this list, since KOmmandos and Strakhov are not effected by his clouds or gasses. That means he can throw around the nasty stuff without any worries, and provide defensive smoke on the approach.
Harlan Versh- 2pts- Keeps enemy spell casting to a minimum, and is just a general pain in the ass on the flank. Also a model I would be willing to part with in this list, in favor of something more synergistic.
Reinholdt, Gobber Speculator- 1pt- A strange add to this list, but he lets Stakhov shoot twice with either his firey-smoke-cloud laying cinder bombs, or his D3 Rapid Fire riot gun. Either way, worth a point to shoot twice (or pre-measure for the Destroyer).
Widowmaker Marksman- 2pts- In addition to giving Swift Hunter, the Marksman could also benefit from Sentry to pop enemies on their turn.
Anyway, that is my list. It is a really aggressive, synergistic force, and it it way different from anything else I've ever seen in Khador. What did I miss? What am I not accounting for? What could I add or replace? Looking for good feedback (preferably with recommendations for models I already own).
I picked up Strakhov the other day, and I think he could be a good caster for me. With his spell list, he is damn near a Cryx caster (lots of speed and stealth, surprisingly for a Khadoran caster), so it suits my play style well. Here is an annotated list, accompanied with the tactical role of each unit-
Kommander Strakhov- +6WJ- Caster, obviously. He will play a support role, laying down smoke with his Cinder grenades to screen his approach and throwing his support spells down until the force is set up for a feat turn mega-charge.
Destroyer- 9pts- The Destroyer will move along with Stakhov, trying to keep pace and popping a Sentry shot every round with his big gun (when anything moves moves on the opponent's turn!). When needed, the Destroyer can grab the Overrun spell from Strakhov, try to pop an enemy trooper and allow the Devastator to make a full advance.
Devastator- 9pts- The Devastator is the big hurt stick, and he will be faster than he really should. With Stakhov's Superiority upkeep, he will be SPD, MAT, and DEF+2. He can make full advances from Overrun when the Destroyer pops something. On Stakhov's feat turn, the Devastator has the potential to move and charge a staggering 15" if he Overruns. With Bulldoze. And this is a Khador 'Jack we are talking about. Plus he can trash 'jacks and infantry with equal grace, regardless of DEF.
War dog- 1pt- Keeps Stakhov high DEF and happy, since he needs to be close to the front lines to keep his spells going.
Assault Kommandos (Leader and 5 Grunts)- 5pts- A minimum unit of Kommandos, with Stakhov's Pathfinder Cadre can run along, pop infantry, and serve as a shield-walled speed bump for the main body. Plus they have lots of fun tricks they can pull off (and they just work fluff-wise)
Man-o-war Shocktroopers (Leader and 2 Grunts)- 6pts- A minimum unit of Shocktroopers might be too slow for this list, as the rest is pretty high speed. Still, they could provide a good protective barrier for Stakhov while offering some offensive ability on the Feat turn. I am still on the fence about this unit- it seems that the 6 points might be better served, but I am not sure how.
Widowmakers (Leader and 3 Grunts)- 4pts- Keep enemy infantry and solos in check while keeping pace with Swift Hunter. They can benefit from Occultation, giving them Stealth, which could be a HUGE pain in the ass for opponents
Gorman di Wulfe, Rogue Alchemist- 2pts- The stealthy and ubiquitous Gorman is just too much fun with this list, since KOmmandos and Strakhov are not effected by his clouds or gasses. That means he can throw around the nasty stuff without any worries, and provide defensive smoke on the approach.
Harlan Versh- 2pts- Keeps enemy spell casting to a minimum, and is just a general pain in the ass on the flank. Also a model I would be willing to part with in this list, in favor of something more synergistic.
Reinholdt, Gobber Speculator- 1pt- A strange add to this list, but he lets Stakhov shoot twice with either his firey-smoke-cloud laying cinder bombs, or his D3 Rapid Fire riot gun. Either way, worth a point to shoot twice (or pre-measure for the Destroyer).
Widowmaker Marksman- 2pts- In addition to giving Swift Hunter, the Marksman could also benefit from Sentry to pop enemies on their turn.
Anyway, that is my list. It is a really aggressive, synergistic force, and it it way different from anything else I've ever seen in Khador. What did I miss? What am I not accounting for? What could I add or replace? Looking for good feedback (preferably with recommendations for models I already own).