Another tournament has cropped up, Grand Slam 2, to be held
this Sunday (3rd December 2012) at Maelstrom (Eye of the Storm) and
run by my good friends over at York. Details
can be found here.
In all honesty I should take Menoth as I know what I’m doing
with them, but I decided to take Khador, basically because I wanted to field
the big lad!! I’ve got major surgery the
following day so to be honest I really need to have a good fun time and not be
bothered about how well I do so I think this choice is just the ticket!
As I’ve posted the pictures of the big lad, a.k.a. Konquest recently I needed a
warcaster to run him, I used a cheeky Sorscha2 list a few times with a Winter
Guard ‘Deathstar’ and Black Dragon Iron Fangs (poached from Dave). That list was pretty brutal and good fun too,
I also had Sorscha2 painted and most of the Iron Fangs… so I decided to take
Irusk1!!! I quite like the idea of
‘Fully Painted 2013’, an idea banded around by Muse On Minis, something I try
and adhere to anyway. This meant I had
to paint up Irusk1 and a full unit of Kayazy Assassins plus Underboss.
Irusk1
Below are a few snaps of the painted Irusk1, I followed the
procedure for painting Khador red as previously discussed in the Konquest
article, the remainder of the model was done with standard techniques
previously discussed for the metals, clothing, flesh etc:
Irusk1 - front |
Irusk1 - side |
Irusk1 - rear |
Irusk1 - side |
Kayazy Assassins
The Kayazy are a Khador Ally unit, which means that they are
‘faction’, but aren’t quite regular army and therefore required a different
painting style. I felt that they needed
to be quite dark, given their back-alley, cutthroat, shadowy fiction and
playstyle, but still retain some of the Khadoran colours for visual
recognition. I chose several dark-greys
to base the main colours on, each of which was shaded with Badab Black, then
re-highlighted back up to the original base coat, then further highlighting by
mixing a cream into the base (not necessary on all colours given the dark
pallet – just extreme edges). I used P3
Greatcoat Grey as the base colour for the Kayazy clothing as this colour is
present in the main army and would creat visual continuity. I used very little red as it was just too
bright for the Kayazy, though a couple of assassins did get Khador red hats!
Below are a few photos of the finished Kayazy unit and Underboss:
Kayazy Underboss |
Kayazy Assassins - front |
Kayazy Assassins - side |
Kayazy Assassins - rear |
Kayazy Assassins - side |
The Irusk1 list is based around two units and Konquest,
Irusk1 can run Konquest easily and support the infantry with his
defensive/offensive spells. His Superiority spell really takes care of a
few of Konquests weaknesses, as it adds +2 SPD, +2MAT and +2DEF, the latter not
really making any difference to a DEF7 model to be honest, but the first two
are really important. Irusk1 can use Battle Lust to basically give out
‘weapon master’ and fearless at will, making units such as Kayazy very
dangerous to higher armoured and multiple wound targets. Iron
Flesh is a very good defensive buff, adding +3DEF, but reducing SPD by 1,
this obviously synergises well with high DEF units such as Winter Guard
Infantry and Kayazy and of course himself (given the Shrinking Kill Box
Artifice unique to Grand Slam events).
Irusk also has Inhospitable
Ground, a spell that makes his control area (14”) difficult terrain for
enemy models, situationally very powerful, allowing the Irusk1 army the
opportunity to ‘alpha strike’ the slower enemy.
If the enemy has little or no access to ‘pathfinder’ this is very
strong, clearly the inverse is true against those armies with a lot of access
such as Circle and Legion.
Irusk1’s feat is a double barrelled feat, where it grants
friendly faction warrior models +2 to hit on ranged and melee attack rolls, but
perhaps is more defensive in that it grants 4+ tough (super-tough!), fearless
and immunity to knock-down for a round.
I found that hard to hit units such as WGI and the Kayazy, who benefit
from this feat become very difficult to shift and can jam up enemy lines with
less reprisal than without the feat.
Also the buff side of the feat stacks nicely with other buffs the two
units inherently possess, such as gang, CRA/CMA and Kovnik Joe’s boosted to hit
speech – meaning they are reliably accurate.
The list below is what I have been practicing:
Irusk1
*Konquest
Battle
Mechanics (min)
Kayazy
Assassins (full) + UA
Winter Guard
Infantry (full) + UA
Kovnik
Jozeph Grigorovich
Below is a photo of the Irusk1 list:
Karchev
The Karchev list is a bit bonkers to be perfectly honest; it
is the exact list that I used to use when I first started playing and is as
follows:
Karchev
*Beast 09
*Behemoth
*Kodiak
*War dog
Battle
Mechanics (min)
Koldun Lord
Ogrun Bokur
As you can
see it’s a bit different, having loads of ‘jacks and virtually no infantry – it
is not very subtle and is fairly easy to predict. It does pose certain problems for opponents
and if you can’t deal with that many warjacks then it will probably hit like a
sledgehammer. With the currant meta
shift towards Colossals and ‘anti-colossal lists’ this list will likely fall
prey to such lists, still it is incredibly good fun to play and that is my
primary objective for this event! As it
has a low model count then activation time for the 7 minute turns will be
favourable (I hope).
The basic idea of the list is for Karchev to Tow the three heavies into position and
let them wreak havoc under Unearthly Rage
smashing the snot out of anything nearby!
The Bokur is there to take a shield guard hit for Karchev, though any
concerted shooting effort will probably kill him as easy as any other heavy
‘jack TBH. The dog will help Karchev
with a bit of defence in melee as well as getting away without taking
free-strikes. The Koldun Lord can play
sweeper with a decent magic shotgun spray as well as powerboost/un-disrupt a
‘jack. As Karchev will have virtually
nothing to hand out to his ‘jacks this extra point of focus could mean an extra
fully boosted attack. The Mechanics are
in for obvious reasons!
When I first played this list my local gaming group was much
smaller and had less variety of factions and models within them so it was quite
a potent list, however in the last two years we’ve all broadened our gaming
horizons and I feel that it is no longer a particularly strong list. I’m using it because it is fully painted,
meets the character restrictions, actually poses a good diversity to the Irusk
list and is a damned good laugh to play!
Below are some photos of the Karchev list ready to smash face!!
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