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2) You will not get any bonus movement out of it on turn 1, and probably not on turn 2 either. 1) It's very dependant on your opponents list having models you can easily kill. But I will tell you why he is bad.įirstly: SPEED - Road to War is good, but it has two big problems. So, Karchev has some match ups he can win. With the change to unyielding, he is even harder to kill! If you are camping a lot on the way in, he so hard to kill. The only shooting I think he has ever died to for me was a Sloan least, and I believe a skorne shooting list once.

I also don't think any of my opponents would categorize Karchev as easy to kill. It is easy to have a scenario presence when you have eight warjacks and a caster that basically counts as nine! I have been running this for a while now, in one variation or another: I have not yet seen anyone say Karchev is bad in mark 3! That is new. Juggernaut - PC: 12 (Battlegroup Points Used: 4)įaster zone presence and pathfinding helps you not autoloose to some of the scenarios, the abundance of terrain these days. Kommander Harkevich, The Iron Wolf - WJ: +28
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Harkevich is a better caster imo (but I like Karchev more so I just live with it).Ĥ / 4 Free Cards 75 / 75 Army 0 / 40 Specialist Surprisingly often he gets killed because he is a big based model with low def. The main problem, at least in tournaments is that your board presence is low and your denial pieces are easily removed or thrown away from zones.Īnother thing is that you really need to have a Rager to protect Karchev from the odd knockdown or stationery shooting following an assassination. You have your solos to take flags and deny, your widowmakers to trigger RtW and later screen your Juggernauts from alphas and then your devastators to either deny zones or even protect Karchev. Juggernaut - PC: 12 (Battlegroup Points Used: 6) Juggernaut - PC: 12 (Battlegroup Points Used: 12) My lists usually look something like this:ģ / 3 Free Cards 75 / 75 Army 0 / 40 Specialist
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I admit that I play him a lot and in tournaments even, but he just doesn't have the scenario presence and he loves tones of jacks, but still really can't support them.sure he wins games and usually against Hordes for some reason (well Kromac2 eats him easily), but he looses quickly to controll (scenario) or arm crack lists. I am down 4 points as i anticipate the cost increase to marauders and juggies Destroyer - PC: 14 (Battlegroup Points Used: 2) Destroyer - PC: 14 (Battlegroup Points Used: 14) The destroyers are there for road to war and to allow me to sit back and make the enemy come to my counter charging jacks.Īnd tips on Karchev would be appreciated. I have sylys to allow Karchev to camp more focus and make him less of a target. But im wondering if im wasting points on sylys and too many destroyers. I've built a list that I want to take advantage of road to war and battle-charged.

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I've never played with him before and I can only theorize how to build his list. So I've been looking at Karchev for my pair. I had been running B3 because he is a hard target to go in on, opposite compared to the witch. They are both assassination geared with great means to eat things themselves and deny board space. Previously i have done B3, but I've come to see they fill a similar role. Limit one coupon per order.I've gotten to the point where I have what I believe to be a very strong OW1 WGK list. These coupons do have deadlines on them, so make sure to use them as soon as possible! All coupons offered expire March 31, 2018.
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