Khador Journeyman League Journey Part 2: Expanding the Battlebox
Week 2
When we last left our heroes, they were Slamming Swans, pounding Protectorate, Roasting Pigs, etc etc.
Alright, time to get down to business. Time to look at our available additions to our force. There’s a grand total of 3 paths. Mad Dog, Berserker, Marauder.
We will look at the positives and negatives to each, sort of a quick analysis of them as that’s not the lesson of today.
Mad Dog, Boosted free Tramples are good I guess. Fast boosted tramples are better. With Jury Rigged and Feat, you can trample the things within about 8” of MD. MD’ll still miss DEF 15 half the time and barely be able to scratch ARM 18 on Average. You can actually engage from really far away being able to run up to 16” with JR and Feat.
Outside of the JML Tramples aren’t the worst thing ever. However, this is the JML. YOU CAN’T TRAMPLE OVER MEDIUM OR LARGE BASES Every game is going to have a minimum of 3 of these Untrampleables, and only 0-3 small bases at this point. Granted, he is the cheapest of the three, and you can get the money for it later. But this is really the worst choice of three bad choices. Mad Dog is too pillow fisted for other Jacks/Beasts compared to the other two, who themselves are pillowed. And with too low of MAT to take out a caster reliably.
Berserker, yay Berserk on a weak jack… Okay Berserker is really not that good of a jack. At only 8 points, he allows for some point flexibility later in the league. He’s a weak Juggernaut at this level. But later on he’ll be able to help a bit against Low DEF Mid ARM infantry. Overall, he’s a boring jack but can be a power house. This is one of the two you should choose in my opinion.
Marauder, the best Knock Down jack in Khador. With Feat, he can charge something 10” away and slam it d6” away. With 1 PS 20 attack as well. Now, you may not understand why he’s better at slamming and knocking stuff down. When you choose to slam something with a jack, you have to go directly toward the target. With Marauder, you can charge something meaning you can choose the direction that becomes the directly away. His Structure rule is (at this point) useless. But the rest of him makes up for it. At 10 points you don’t get to bank on any later on. But he does have ARM 20 so he can take some hits. He is the other choice for this week.
Alright, actually going to the “lesson” of this week. How to keep your caster alive. If you are subscribed to Chain-Attack’s Dojo, I’ll be using their CRIT system. Because it works. If not, I’m going to briefly talk about it. But seriously check out how they say everything in their progression Dojos. CRIT is an acronym, and it’s something you should think about consistently.
C for Camping. As in how much focus(or fury for Hordes) you should have on your caster at the end of your turn. KLo is a little more resilient than most casters. That being said, camping is very helpful. It can turn your game around from a loss to a win. Sitting on 1 or 2 with KLo is probably in most cases.
R for Range. Literally the distance between you and the opponent. It’s even easier now with open measuring. If you don’t know your opponent’s force, ASK. Find out Speeds, melee ranges, gun ranges, and SPD/Movement buffs, Snipe etc. Keep yourself outside of that range. Easypeasy.
I for Intervention/Intervening. Have models between you and your opponent. If your opponent can’t see you, they can’t charge you. You can get around being far away by blocking them off. It’s not a bad idea to Run and Engage using Feat. ARM 22 Juggernaut will take things out with Free Strikes if they decide to get away from you.
T for Terrain. Little bit of Intervening here too. Behind a Forest? No LoS. See that Wall? Use that. Maybe you can’t get close enough for cover. It’s okay. Without Pathfinder/Flight, you can’t just charge over a wall. You can use it to block off lanes.
All in all, you should be looking at all of this stuff on each turn. Where you put your caster, where you put the other models, how much you camp.
Goals
Planning goal: Figure out what units or solos you want to build into for the next weeks. Also, what other caster you might want to switch into come week 4.
Game goal: Don’t die to assassination. You can die to caster kill but don’t have a random death.
If you’re group allows solos here instead of Battlegroup only week 2, I recommend a few solos: Man-O-War Drakhun, Fenris, Eliminators and Field Gun. Alternately you can start using a Min unit of whatever first unit you want to take.
Posted Aug 29, 2016, 10:55 PM UTC