Showing posts with label Solos. Show all posts
Showing posts with label Solos. Show all posts

Tactica: Fenris

Riding on his monstrous steed, Fenris is a true vision of nightmares. Wielding two of the cursed Orgoth Blades, such is Fenris' presence that other Doomreavers around him obey his commands. A fast and powerful melee monster who rides alongside the Butcher of khardov.

Basics
Fenris is one of Khador's two dragoons. He is fast and hard hitting, but has a noticeably lower survivability than his counterpart; the Drakhun. Wielding two Orgoth Blades, Fenris will excel at thinning out ranks of infantry and can even take on small to medium warjacks. Being a Doomreaver, he has the benefits of never running away and cannot be the target of spells. However he cannot be kept near non-fearless allies, and cannot receive direct target beneficial spells. Despite this, Fenris can tackle almost any melee situation and come out on top.


Armour
Fenris is very much a glass cannon, he does not have the armour to sustain much damage despite his dragoon abilities and you will not be able to directly buff his DEF value with spells. His saving grace is his speed (higher than the Drakhun). Being a dragoon he also has two sets of hit boxes, one to reflect mounted the other dismounted. If you find yourself in the unfortunate situation of being on foot without having seen combat, do not expect to make any return with him.

Weapons
Orgoth Blades (x2)
Fenris is so hardcore that he carries two of these fearsome weapons. At first glance the pow and strength looks average but once you consider that all Doomreavers are 'weapons masters', the damage potential is quickly realised. Combined with the 'berserk' ability all Doomreavers can clear massed ranks of infantry,  so considering that Fenris carries two of these awesome weapons, players can begin to see just how destructive he can be. Orgoth Blades also have 'reach' which adds more range to the unit itself, making Fenris' circle of destructive influence even larger.

Utility
One of the primary issues is that Fenris cannot directly be buffed by beneficial spells and thus has a very hard time increasing his survivability. However passive buffs that require no target do affect him as normal and casters that have passive infantry buffs works wonders; Vladimir comes to mind. Fenris works very well with the Butcher of Khardov due to the extra damage dice which will persist for all his 'berserk' attacks and Epic Butcher makes great use of him also as a mass token generator for "Feel the Hate'; on this feat turn it is more than likely that Fenris can be raged up for a massive assassination run. Due to the al-round nature, Fenris can and probably should be left to his own devises on a flank where he can work himself into a block of infantry and start chopping. I have found that in larger games, a 'Hammer & Anvil' tactic works very well: The Drakhun with it's increased survival forms the 'Hammer' taking full advantage to charge or counter charge, Fenris acts as the hammer adding much needed force. Combined the two units are truly devastating being able to absorb and topple the even Heavy warjacks and easily capable of decimating unit formations with their charges. 

Fenris in my opinion is a lynch pin character at any points level; the speed, hitting power and ability not to be targeted by spells can effectively nullify most of Khador's weaknesses in low level games. Once committed to combat, you can expect him to make quick work of any unit or light 'jack presented to him and if the opportunity presents; a Caster kill. A truly devastating addition to the Khador army which continues the theme of melee brutality.

Reinforce today! Wayland Games - Discount Wargames

Thanks for reading,
DiStudios
The 14th Legion

Tactica: Khador Manhunter

The Manhunter partially fills the role of light Warjack for the Khador army, while lacking in range damage it's ability to move fast and inflict consistent melee damage makes the unit a core choice in most Khador armies. Being a living model, it lacks the survivability of heavy armour and mass hit boxes, but makes up for this by having a much smaller base and the stealth ability.

Basics
As a living model, the Manhunter has no 'jack related restrictions to it's movement, it does not have to be in the focus range of the warcaster, and will not require focus to march or charge. On the flip side of this, you cannot allocate focus to boost or gain additional attacks. Luckily the melee potential of this unit and a few spell combinations mean that most things the Manhunter hits, dies. Perfect for solo and even Warcaster assassinations.



Armour
As a warrior model, the Manhunter does not have the luxury of high armour or massive amounts of hit boxes. The Manhunter does have good defence though and when in cover benefits greatly from defence bonuses. Stealth plays a huge part in keeping your Manhunter safe until the time to strike occurs.

Weapons
Axe (x2)
Two axes are the weapons of choice. At first glance the pow and strength is not too impressive, but once you factor in the weapons master ruling (extra dice to damage), the damage potential becomes impressive to say the least.

Utility
Despite having no range weapon, the Manhunter's area of denial is large; given his immunity to rough terrain, high movement rate and smaller base, opponents will have to be very weary of potential assassinations. The Manhunter can lurk and move in areas where 'jacks will struggle, factor in advance Deployment and you have a fast and immediate threat early on n the game. The Manhunter is more than capable of taking on light 'jacks and players should should commit to combat/neutralise enemy light 'jacks and in the ideal scenario should be used to threaten caster assassination or remove high risk enemy solos (Jack Marshals come to mind).

The Manhunter brings great diversity to the Khador army. It removes the glaring weakness of a lack of speed and focus hungry units. being able to take two gives you competitive melee power and focus efficiency, especially at lower level games. It is a unit that can either pick apart your opponents army piece meal, put immense pressure on important targets or win the game with a caster kill. The decent damage out put can be pushed to exceptional levels with armour debuffs to the enemy or melee damage boosters. A Bulldoze from the Spriggan/Devastator or the extra movement from Strakhov's Feat help immensely by creating a nice charge lane and pushing the already high movement to ridiculous levels simply because it is on a 30mm base.  Use the Manhunter aggressively and force your opponent into mistakes, if your opponent diverts too much attention to the Manhunter; capitalise.

Reinforce today! Wayland Games - Discount Wargames

Thanks for reading,
DiStudios
The 14th Legion