He has Battle Charged, an upkeep that gives his battle group Counter Charge, and also has Road to War, a spell that lets one warjack advance 3 inches when a model in his control range kills an enemy model. Karchev brings some completely different tools to the table. ARM 20 Khador heavies are hard to deal with, ARM 23 Khador heavies are even harder. This is probably the most overlooked ability on his card and might honestly be one of the best.įinally, Harkevich's feat gives his battlegroup +3 ARM, free charges, and the ability to shoot before they charge. Harkevich (and Karchev) both have a spell called Jump Start, which, for a single focus, stands up his battlegroup and lets them change facing. One option in fighting Jack Spam is often to throw heavies around and make them really sad by knocking them down or changing their facing with spells. Going second against a Harkevich list tends to mean you lose on Scenario unless you have some way to deal with a cloud wall. This means that his entire battlegroup can hide behind a 12 inch cloudwall that advances 9 inches every turn after the initial 14 inch run. Second, Harkevich gives his battlegroup Reposition, which allows his heavies to charge in and reposition around a target to allow others to come in, gives his entire battlegroup pseudo-sprint, and, most importantly, allows his Kodiaks to reposition back out of their vent steam cloud wall. In addition, Kodiaks get to run 14 inches turn 1, (speed 4+2 from Mobility = 6 x2 = 12 +2 from heavy boiler) and against an opponent that no longer has access to Advanced Deployment, they can do so in perfect safety. Mobility fixes that problem and increases their speed so that all Khador heavies threaten a minimum of 10 inches. One of the main ways to deal with heavy warjacks is to abuse terrain to stay out of their threat ranges. This has some pretty significant implications, especially as the game shifts toward more terrain requirements. His first one is Mobility, a non-upkeep spell that gives his entire battlegroup +2 speed and Pathfinder. Harkevich brings four really potent abilities to the table for Khador heavies. Removing Advanced Deployment from enemy models ensures that the list doesn't have any scenario problems, and specifically makes Circle really unhappy by neutering several key models.Īside from their general hardiness, Khador Jacks have a fair number of casters that can support them in some very potent ways. Let's take a look at a few of them: Harkevich: These eliminate or reduce the focus burden on the Warcaster (Forge Seers) or provide support by keeping your caster safer (War Dog) or solo hunting (Marksman). The free solos allowed by this list are typically going to be a pair of Greylord Forge Seers and then either a War Dog or a Widowmaker Marksmen. The first and second ones are extremely potent. The last benefit is the least important, as Battle Mechaniks tend to be fairly safe in the backlines on their own. It allows Kayazy, Widowmakers, Greylord Forge Seers, and the War Dog as well as a few other, less typical things. It allows the Khador player to get free solos for every 25 points of warjacks, removes AD from opponents models, and also gives Battle Mechaniks Reposition 3. This is a theme force with some extremely powerful benefits. They also recently got a theme force built to turn these machines up to 11. Power-Up instantly made a pile of warjacks viable by removing the focus drain on the caster required for them to do simple things like run or charge. Well true, but Mark 2 had a serious limitation that Mark 3 fixed - focus drain. What you end up with is a list that boasts ARM 20 across the models, with a total of 272 - 340 hit boxes between the heavies that are both accurate and hard hitting.īut Jaden, I hear you ask, why wasn't this a problem in mark 2? They had the same stats basically! The problem comes when you take those great stats, put 8-10 of them in a list, and then add in some kind of mass buff. On their own, or even in limited numbers (2-3), this is something that can be overcome without dedicating too much thought to it. The Juggernaut, the default Khador heavy, comes in at 12 points with 20 ARM, 34 boxes, MAT 7 and two initials, one of which is a PS 19 critical freeze weapon. Khador heavies sit in a unique convergence of excellent stats, cheap point costs, and high numbers of hit boxes. I've gotten several requests for me to tackle this topic, and I figured my last article before Lock and Load was a good time to address it. This is a topic that has come up multiple times per week on the Circle Facebook page, and is a question that many factions have to face when designing their list pairing - what do you do against Khador heavies en mass?
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