Sunday, 17 February 2013

Unit Profile: Kayazy Eliminators

A unit that is an incredibly powerful tool when used correctly. That is the best way to some up the deadly duo that make up the Eliminator squad. If you have ever played a unit of Kayazy Assassins then this unit runs in a pretty similar way. For those who haven't you're looking at a unit that is almost as fast as cavalry, hits DEF 15 on average (Ignoring buffs) has DEF almost on par with Circle or Cryx units and a nice CMD (good for allowing them to spread out to avoid the AOEs that will be flung their way). On the downside, their ARM is rather low, they do have damage boxes allows a little survivability, though anything that hits them will likely kill them. Their RAT is poor, but given that they have no ranged weapons (and don't really need them anyway) that is a moot point and their STR is lower than the Assassins, however their abilities more than make up for this short coming.

Wednesday, 13 February 2013

Opening up the floor

Hello to all of you who have been reading this blog. I've been writing for almost a month now and I hope what has been going up on here has been useful, or at least entertaining to you all, the thing is while this is mainly for the new starters or people starting Khador armies, I want to try and have something for everyone on the page, so I'm open to suggestions as to what you, the readers want to see put up. It can be anything from articles focusing on how to beat certain models outside the Khador faction, to even just more pictures being uploaded. I'm also hoping to start putting up at least two battle reports a week as of this coming week, as Warpdragons Saint Annes branch opens on February 21st meaning I will have two nights to get games in, so expect to see more of Strakhov slicing through more opponents or Butcher just doing what he does best. Any comments or requests are appreciated so if theres something you want to see on this blog, or even if you have an army yourself and want to have your thoughts voiced or pictures of your army shown off, just post a comment and I'll reply to you as soon as I can.

Thanks again for supporting the blog :) 

Tuesday, 12 February 2013

Battle Report 25 points Strakhov Vs Kraye

This was unfortunately a very quick match, mainly due to time constraints, however it did prove really quite useful and has highlighted a point I mentioned in an earlier blog. Infantry beats Jacks!

As this was a 'fun' game my opponent opted to field a Jack only army:

Kraye
Ironclad
Ironclad
Hunter
Hunter
Minuteman

Whereas I chose to try my previous Strakhov list, with a few less trimmings:

Strakhov
Torch
Kayazy Assassins (Max)
Kayazy Underboss
Kayazy Eliminators
Kayazy Eliminators
Great Bears of Gallowswood

 Having won the roll for deployment I chose to deploy Torch just behind a forest on the right hand side of the table with Strakhov just a liitle further back. To the right of them I deployed one set of Eliminators, with my Assassins and Great Bears all deployed to the left of Strakhov, behind a building (classed as impassable terrain)  with my second set of Eliminators deployed on my left Flank. My opponent chose to deploy both Kraye and his Ironclads opposite Torch, with the Hunters and Minuteman Advance Deploying further over on the left flank.

Sunday, 3 February 2013

Convergence of Cyriss

Yesterday a new faction was introduced to the Warmachine and Hordes scene in the guise of the Convergence of Cyriss. From what the trailer has shown (link is at the bottom of the page if you want to check it out) is that firstly anyone who loves their really techno looking models will love these models. In my opinion they look like a crossover of Elven and Egyptian (mainly the Warcaster's face at least) asethetics with a dash of 40Ks favourite unfeeling robotic rave, the Necrons. It has also shown that like the Retributuion forces Jacks are not called Jacks, they are actually called Vectors, and given their technological feel I'm relatively certain there maybe some form of immunity to electricity or even a weakness to it give the mechanical nature of the army.

Friday, 1 February 2013

Power Attacks: A beginners guide

When you first look at power attacks they simply look like a throw away thats tacked on to provide Jacks a little more punch, or at least thats what I first thought. Given some more experience and a deeper look, the uses of power attacks are actually very widely applied, especially when playing using scenarios rather than just playing caster kill. Power attacks can be used by all jacks and some models, though most attacks require an open fist and one of the more powerful attacks (two handed throw) requires two open fists, so may not be seen of field as frequently as you'd think, partly due to the wide range of uses focus has other than using power attacks.

To start with there are the throws, any open fist weilding jack can carry out a throw. If it hits, the attacking model and the defending model make an opposed strength test, meaning that if the attacker's strength total is greater than the defender the throw gets off, if the defender gets a higher total the throw fails. If the throw works the model targeted gets thrown a distance equal to half the attacking model's STR, then the model is knocked down and takes damage. In the case of a double handed throw when the strength rolls are made the attacking model rolls using 2d6 whereas the defending model only uses 1d6, meaning that more often than not when making a two handed throw it will get off also give the option to aim the first model at a second model. This can create some interesting caster assassination opportunities as if the second model is on a smaller base than the thrown model it will be knocked down, an incredibly useful way of making that hard to hit caster far easier to hit and takes a chunk of health off in the process.

Solo Profile: Man O War Kovnik

One of two MOW solos available, the Kovnik lives up to the background, featuring light warjack like stats, barring his speed. His normally high ARM is now even better due to his shield (the bonus is already on his stat profile), add to this his high COM and this model is somewhere in the range elite non character solos. To begin with the Kovnik has the Commander special rule, allowing friendly faction warrior models can use his COM when a command check is required, this is incredibly useful given the normally low COM of most Khadoran Casters (except both Irusks) and can ensure some of the models more likely to flee under normal conditions, like Winter Guard Infantry (without the UA) stick around for longer.

In terms of weaponry, the Kovnik is incredibly deadly. His axe has the same P+S of a heavy jack's fist and then adds weapon master on top of that. Whilst the axe lacks reach it does still provide a very good reason for your opponent not to try engaging in melee, in which case if your target happens to be out of charge distance then the Kovnik's second weapon provides an answer. The Axe has a Cannon built in to it, similar in profile to the Shocktrooper's Shield cannon, except with slightly better range, however if given the choice you should generally take the charge, given that one of the special rules this model has is the ability to use the slam power attack, meaning that this model is excellent  for opening up charge lanes.