Showing posts with label Warjacks. Show all posts
Showing posts with label Warjacks. Show all posts

Tacica: Khador Torch

The latest Warjack to join the ranks of Khador's armies is the mighty Torch, a special issue Warjack for Strakhov with a array of abilities and immunities across the board.

Basics
As with all Khador 'Jacks, Torch is built to last, dish out damage but is slow. It is at the higher points end and competes with old favourites like the multi-purpose Spriggan and single minded Beast-09. What Torch brings to this triumvirate however is even more last-ability, all of the immunities and cloud generating effects make this the covert ops Warjack of the Khador arsenal. Oh and did I forget to mention he has a higher MAT and RAT value than the regular 'Jack?


Special Issue (Strakhov): This is Strakhov's best buddy, he can included in his force despite Tier constrictions. There is some debate still as to whether you can 'Bond' Torch to Strakhov in any game due to the way of description. As of this point I have not concluded if it can or not, simply because I do not use Torch with Strakhov.


Armour
No changes in this department, still as heavily armoured and stacked with hit boxes as the Juggernaut. However...

Immunities
Torch, like his his human counter parts; Kommander Strakhov/Assault Kommandos, is immune to the following damage types: Fire and Corrosion. Our fire and acid loving friends out there will have to bring the direct damage to compete against Torch which is exactly what we want.

Smoke Bombs
While not technically armour, this does add to Torch's survivability rate in fantastic ways.  'Smoke Bombs' works exactly as Gorma Di Wulfe's allowing the player to deploy cloud effects near the user. So not only do we have a heavily armoured, effect immune 'Jack, but also one that can conceal itself and friends!

Relentless Charge
Terrain is no problem when Torch charges.

Weapons
With all the abilities that Torch already has, you would be forgiven in thinking that the weapons load out would be a little diminished. Some argue that they are but I disagree whole, having used Torch in-game a few times since getting him.

Ripsaw
Exactly the same as the Decimator; if you load up on focus and charge, what ever you charge will die. However with the upgraded MAT rating, you are more likely to and that first attack without boosting, meaning more additional free attacks!

Spiked Fist
Standard fist weapon which is great as it gives Torch access to all the one handed power attacks. Most players will of course be using the Ripsaw primarily, but having the open fist is a great combat utility tool as always.

Flame Thrower
Oh yes, Torch comes with a flamer thrower, Torch also has a improved RAT meaning he will hit better than the average ranged Khador 'Jack. Now it is only SP6 meaning you will need to be very close to your enemy to use it as your primary ranged offensive, however this is not the reason for it's addition. Read on...

Virtuoso
Torch can make ranged and melee attacks in the same combat action, so basically he can use the flamer in combat as a third attack. The SP6 no longer looks too bad as it does on paper simply for the fact that you can spray any opposing infantry while within combat, also having the ability to pop continuous fire damage on multiple enemies is always a good thing (especially if they are one or five wound infantry). A fantastic ability which really up's Torch's kill potential.

Utility
Torch pops smoke and creates DEF bonus' for those within and completely blocks LOS to those behind, this is the major utility of this Warjack. Not only is he a great beat stick, but he also helps at ferrying over the more fragile components of your army, the unit that comes to mind at time of writing is my Doomreaver contingents.

Tactics & Synergies
Firstly we will look behind the raw damage potential of this Warjack and explore what he does for the army itself.

Smoke Wall
I went into a little detail about how Torch helps brings fragile units up the field and this tactic remains true, to do it properly though you will need to extend the range of coverage. Strakhov, Gorman Di Wulfe   provide their own Smoke Bombs giving you a effective 9 inch wall of 'Concealment' and LOS blocking. Considerations are as follows: 

Our units must not be hindered by our own smoke, quite simply if we use anything without Alchemical gas masks we ourselves will not be able to shoot or charge, as a result forward planning is needed with our smoke units; activating smoke units last to allow our secondary units time to deploy and effect the battle.

Granting Stealth: There are a number of units/Solos out there that will gain 'Stealth' as Clouds provide Concealment Bonus, remember that normally being in a cloud does not block LOS so you can still be shot. The advantage of having units though that can gain this advantage is that they can act as forward skirmishers who can engage enemy skirmisher/harass problem units. Kell Bailoch immediately comes to mind.

All Terrain
Strakhov's and Old Witch's tier Lists allow deployment of either trenches or Forests. Torch having 'Relentless Charge' means it can act as the spear head of any all terrain attack force. The following comes to mind:

Torch, Kodiaks, Yuri the Axe, Kossite Woods men, Assault Kommandos: All of the mentioned units and solos gain abilities that ignore LOS in some terrain and 'Pathfinder', it is entirely possibly to protect your army throughreveresed in that Khador has speed on it's side while your opponent will lose LOS (before you even use Smoke!) and will have to come into your terrain at a slowed pace. Torch's Flame Thrower (and the Assault Kommandos) will be invaluable due to SP rules.

Flame Spam
Bit of a fun one and not really a full tactic but more of a consideration. Being immune to fire means you can cast or have cast Fire through you by friendly units. Load up on Flame Thrower Assault Kommandos, run forward under Torch's protection and once Torch is committed in combat, throw the SP templates into the combat. A fully loaded Assault Kommando squad will have 3 Flame Throwers I believe and if fired through the combat, will generate so many hits it's not even funny. Great for catching those unaware Warcasters, love those Immunities! nb same works for Strakhov's Fire Bomb and Gorman's Acid bomb, get stuck in and start throwing fire and acid!

eButcher Token and Synergy
Like all melee 'Jacks, Torch benefits when Butcher kills something. Torch already runs at a native MAT of 7, assuming Butcher kills something before activation he will gain a +2 for that turn (and lets not forget movement bonus also). Less focus spent on hitting means more where it counts; Ripsaw and additional attacks. 'Virtuoso' comes in very handy here for token generation, having that SP6 usable in combat allows Torch to target the softer target like Choirs or gun-lines from beyond his initial combat range in effect a reach attack of 6 inches. With a little positioning IE anything with 'Bulldoze' or push back effect, Torch can rank up the kills with a single spray. This will not only provide plenty of tokens for Butcher, but also create new charge lanes for Torch or any other assassin during the Rage turn. Simply devastating.

This really is the tip of the iceberg of Torch's abilities, he is not as single minded as Beast-09 "run, run hit!", and also does not suffer as much of a knock back as the afore mentioned should it's primary weapon be lost. Although it is Strakhov's special Issue, this 'Jack works wonders with almost every Warcaster in the Khador book. At time of release, many of the Khador community did not like the 'jack but after using it in a few games now, I find Torch to be worth every point spent.

Reinforce today! Visit: Wayland Games - Discount Wargames

Thanks for reading,
DiStudios
The 14th Legion

Tactica: Khador Decimator

The Decimator is the latest warjack to join the Khador arsenal. Like all Khador 'jacks it's big, slow and packs a punch. What makes this 'jack different is the fact it can pack a punch from range.

Basics
Based on the Juggernaut chassis we get the usual low speed, heavy armour and high hit boxes, clocking in at the same points cost as a Destroyer. Despite being ranged like the Destroyer this is where the similarities end. The Decimator is a direct damage 'jack in both range or melee, anything it decides to target is going to be left in pieces.


Armour
As to be expected with the Juggernaut chassis, it is built to last. It can take a pounding from range (or preferably) in combat.

Weapons
Revolver Cannon
Khador have been blessed with some direct damage board control, in the form of the revolver cannon! A large bore weapon that is capable of doing some serious damage to light jacks (P+S bypasses armour) and blow chunks out of heavy jacks at short range. The Revolver cannon is also ROF (Rate of Fire) 2 so if you have the focus, feel free to throw two shots at your target for guaranteed "decimation". What rolls this shooting into a all inclusive awesome package is the addition of the 'Beat back' rule; essentially for every landed shot you may push your target and move forward for the same distance, fans of the Spriggan and Devastator 'Bulldoze' will probably appreciate this ability at first glance. However despite all this ranged damage dealing potential there is a glaring problem, throwing two shots at high DEF targets will result in wasted focus if you do take the proper counter measures. Our beloved Juggernaut chassis has a low RAT value and to rely solely on it's RAT will make it a focus hog and leave the user pulling his hair out over every missed shot.

Ripsaw
What an awesome weapon! This weapon is the be all in warjack destruction, it is very high powered being only 1 point lower in damage compared to the Juggernauts iceaxe but has the additional rule of sustained attack; essentially if you hit the first time, subsequent additional attacks will hit automatically. The prospect of 3 high strength attacks ripping into a enemy 'jack are very desirable. Much like the Revolver Cannon, this is a direct damage weapon which can become a focus hog especially if used with low focus/variable focus casters, so be sure that the target you want is reachable before loading the Ripsaw up with focus. Like the majority of our 'jack weapons the Ripsaw lacks 'Reach'  so be wary of all those jacks who can melee you from a distance.

Utility
The Revolver cannon excels at controlling ground and extending control. Beat back has numerous uses of creating charge lanes but from the safety of range where the bulk of the 'jack cannot provide an additional hindrance (Spriggan/Devastator). Further more the allowance to move forward per hit allows the 'jack to keep up a steady pace, perfect for a crawling gun line. In some ways this removes at least some of the problems of low RAT where the Decimator may opt to stay stationary, aim to get RAT bonus, fire and with a little luck crawl forward due to 'Beat Back'.

Tactics & Synergies
The key to getting the most out of your Decimator is to make sure it hits. Boosting hit rolls and wanting the second shot is very costly so this needs to be factored in to your overall army list especially if you intend the Decimator to be the primary 'jack in your army.

*Kodiak & Spriggan set up*
Kodiaks have the excellent chain attack: Grab & Smash. Which essentially means after landing the primary attacks you may choose a power attack as a follow up. By choosing Headbutt or any of the throws, you will present the Decimator a stationary target to either fire at; or commit a follow up charge with a fully loaded Ripsaw attack. The Spriggan allows for the removal of defensive bonus' using flares, always handy if you are playing ranged domination.

*Greylord Ternion & Koldun Lord*
Icecage is a very good utility spell, reducing the defensive stat of the target per Greylord. If all three Greylords hit, then the target becomes stationary, again allowing the Decimator to unleash two shots at range or put the Ripsaw to use. The addition of a Koldun will alleviate some of the focus strain by providing (1) focus per turn for your Decimator. This unit combination is very strong and when used correctly, the high points costs of both units will certainly pay off.
*Casters*
Prime Sorscha - Multiple spells that cause the target to be stationary or knocked down. The short range of the spells work well with the short range of the Decimator. Sorscha's low focus means a focus battery will be needed.

Prime Vlad - Signs & Portents as ever is very useful at helping alleviate hit issues and also at maximising damage rolls.

Butcher (any form) - Really just for the close combat potential. As long as it can hit, the Decimator has massive damage potential under both incarnations of the Butcher. Just wait for the look on your opponents face when you hit with Ripsaw, rolling 4D6 for damage sustained. Using some of the options above would be highly recommended when running the Decimators with this caster.

As the junior Khador 'jack, the Decimator has a lot to live up to, the Khador armies already have dedicated melee 'jacks in the form of the Juggernaut and Destroyer for range; so finding justification for the Decimator may be difficult at first, especially with the points cost. What must be remembered is that this jack is a single target 'jack; what ever it hits will be obliterated and this is what needs to be capitalised on and makes it different to the aforementioned. As long as you can remove the focus hog nature and negate the low RAT, you will see the Decimator perform a role that no other 'jack in the army provides. It is a great opportunist 'jack which can lead the charge, hold the line and under the right circumstances assassinate.I have had a lot of good fortune with my two Decimators, who now form a strong centre in my list along side the Spriggan. 

Reinforce your Khador army today! Visit www.WaylandGames.co.uk

Thanks for reading,
DiStudios
14th Legion

Tactica: Khador Spriggan

Welcome to the the first of a series of Warmachine Units & Tactica articles, today's subject; the Khador Spriggan.

Basics
Based on the Devastator chassis, the Spriggan is a unusual Heavy warjack sporting a unique array of weapons. With most Khador warjacks we expect the huge amount of hit boxes, heavy armour, brutal weapons, expensive and a very low speed across the board. The Spriggan however shoe boxes into the following: slow and expensive.


Armour
On a raw level, the most obvious characteristic change is armour. It has 19 rather than the expected 20 however to 'counter' this, it is equipped with a shield which boasts +2 armour (21) and a additional melee attack which is enough to annoy most light to medium infantry and possibly the odd light warjack. While the shield also gives an armour boost, it must be noted that arm locking or destruction of the left arm will remove the shield bonus, which in the case of melee makes a big difference in the Spriggans survivability.

Weapons
Grenade Launchers x2
The Spriggan has a very interesting set of weapons. It sports two grenade launchers, which allow for two shots a turn that ignore los (line of sight) due to arching fire. However the low power of the attack will make this a very situational attack which may not always provide the desired result and is not to be relied on as a effective source of ranged offense. HOWEVER the grenade launchers have a secondary fire option which more than makes up for the unreliability of the damage, in the form of flares. Each launcher can fire a flare which removes defensive bonus's and stealth, and this is where the utility of the Spriggan maximises, as the synergy of this stacks very nicely with firing for effect with blast weapons.

Lance
For melee the Spriggan is blessed with the only non-character warjack weapon with reach, in the form of a lance. The lance is a very accurate weapon given bonus's to hit on the charge so it can be relied on to hit most targets. From a damage point of view it is enough to cause reliable damage to non-Khador Heavy warjacks or even the lone exposed warcaster on a boosted roll. But when combined with the weaknesses of losing it's shield capabilities do not expect the Spriggan to out damage a dedicated assault Warjack. As a rule of thumb, try as best as possible to always stay in reach range, not just for the sake of hitting and not being hit, but also to avoid any possibility of your shield being locked and denying you the extra armour.

Utility
The Spriggan also has the rule "Bulldoze" which essentially allows the warjack to move into a unit and push it backwards up to 2 inches. This provide fantastic utility for creating charge lanes and blocking los, with this element in-mind it becomes clear that the Spriggan differs massively from the standard Khador warjack philosophy. 

Tactics & uses
*Area denial & ground control
The Spriggan is the perfect deterrent for advance parties, and will form the perfect anchor for any Khador wedge. Deploy on one side of the board and use the Spriggan on the exposed edge to flare out advance parties/stealth ed, units so that your artillery can pick those units off early on, this tactic will also work with the Spriggan when set up centre, given the 10" launch radius of the flares. Given the reach of the melee weapon, the Spriggan will have the advantage in most situations to charge rather than be charged, but remember to stay out of your opponents melee range, a given but you will be surprised how many gamers forget about this distinct advantage in the heat of battle.

*Charge Lane provider & Block Los
Using the bulldoze ability, you can move enemies out of position, which is great against combined bonus units and also a perfect way to set up a assassination. I tend to keep Yuri or some Manhunters around due to the smaller base sizes, although remember not to fire your flares to close! By pushing your enemy forward, you are guaranteeing your enemy combat in his next round, so be selective about who you decide to target. As much as possible I try to avoid assault specialist warjacks or anything of equal base size with open fists. For me this tactic has worked great with eButchers feat; allowing me to bulldoze a unit, flare out my the enemy caster and then go for the kill. Bulldoze can also be used to block charge lanes acting as a very heavily armoured guard. Worth considering and with the extra shield armour, you can guarantee that the Spriggan will shrug off most of the enemy counter attack, allowing you to formalise your own counter attack!

*Jack of all trades
This really does sum up the Spriggan, it was designed to control the area, not necessarily through force but through sheer utility. It can hit hard and accurately, but don't expect huge damage out put when compared to say a 7 point Juggernaut. The Spriggan can be used to lead a charge, fill in gaps in the attack or control an area, a true "Jack of all trades".

The strength and potential of the Spriggan is really coming to the fore with Warmachine MKII, with so many special rules being applied to armies through unit attachment and Tier bonuses. The ability to remove stealth, concealment, cloud effects  or to create charge lanes/block los is worth it's weight in gold, which is why I never leave home without at least one Spriggan in the list. There are some basic warcaster synergies such as giving it the 'Thresher' ability with eButcher, but throwing this warjack straight into combat with infantry, in my opinion is not making the most of the Spriggan and let us be honest, at 10 points players really need to maximise it's uses on the field to justify cost. But still the uses of the Spriggan are abundant and it is really down to the player to get the most out of this warjack, as stated I always take one in my list and even if it does not box anything in the game, I know (as long as I have used it well) that it's presence alone has changed the flow of the game. It truly is a unique warjack and when used in a non linear way will dictate the game into your favour.
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Thanks for reading,
DiStudios
14th Legion