Showing posts with label Ben. Show all posts
Showing posts with label Ben. Show all posts

Monday, September 26, 2011

Journeyman League Preseason: pSorscha vs pStriker

The Journeyman League for our club starts next week but Ben and I wanted to try out some battlebox games in the mean time.  It was pSorscha, Juggernaut, and a Destroyer, vs pStriker, Iron Clad, Lancer, and a Charger. 

First game I went first and ran my 'Jacks up with Sorscha under cover of Wind Rush and Fog of War getting her Defense up to 20.  As our forces closed, I charged the Destroyer into his Lancer and Wind Rushed Sorscha to the outside on my right.  My thinking was that the Destroyer would tie up the 'Jacks and maybe Sorscha would get an angle to assassinate.  After Ben's next turn, I feated and later realized that Sorscha can't charge through frozen models (duh).  I ended up losing the Destroyer in melee and what followed was Ben's tactic of constantly disrupting the Juggernaut.  It's a very good tactic.  Not sure if he also knocked down the Jugg.  Didn't quite see a way to come back so I charged Sorscha into Striker a few turns later but the odds were against her and she couldn't bring him down.  Ben ended up knocking her down with Earthquake and then the Lancer and Iron Clad walked over to finish her off.

Mistake was not understanding Stationary lol.  On feat turn, I could have charged my 'Jacks into his and because of stationary they would have basically auto hit (or does it auto hit?  Good thing we're playing battlebox games.  I should know that).  Also messed up when I shot a bombard at the Lancer but could have just used the axe instead and boosted the damage roll. 

For the second game my goal was not to lose the Destroyer so easily and just try to stay back and soften up the  Cygnar 'Jacks a little.  My formation was a triangle with Sorscha in the back and all of my models were about 4 inches from each other-- so a little spread out.  What followed was more knockdown and disruption mainly focused on the Destroyer.  Ben walked up the Lancer and arced Earthquake through him and then walked Striker with snipe to disrupt.  Ugly stuff.  Sorscha died when I exposed her to a shot from the Charger and it was aiming against Sorscha's DEF 18 (no FOW).  So it hit and then rolled triple 6 haha.  Another shot and that was it.

Some pretty bad games on my part and GG to Ben although the last game didn't really feel like it was a good one because it was over so fast :P  but of course, always fun to play him and talk strategy afterwards. 

But wow, feel really lost about what to do against the Cygnar Battlebox.  I like the challenge though and it's time for me to hit the drawing board and think about this particular matchup. 

So let's start with things to remember:
  • If I'm going to expose Sorscha to a shot, make sure it's under Wind Rush and Fog of War for DEF 20.
  • If I Wind Rush, do it away from the Charger to force it to move and give up it's aiming bonus
  • Stationary does not let me charge over bases ><;
  • Ben creates a wall of 'Jacks in front of Striker so how about this on feat turn: Destroyer gets 1 focus to boost damage on a POW 14 shot.  Jugg gets Boundless Charge probably.  That's 3 focus.  And then an extra one for another P+S 19 attack.  And Sorscha can Wind Rush the heck out of there.  Just gottta make sure that she catches all the targets in her control area.  hmmm~ Destoryer will probably be distrupted so Jugg doesn't get that extra focus.
  • Also against the wall of 'Jacks, might consider just knocking them all down with Tempest.  Sorscha can still Wind Rush away and the Destroyer will get a POW 14 bombard if that should hit.  
  • Also, Sorscha HAS A GUN!  Couple turns she was in range to shoot it but I just forgot about it.  POW 12 could do a little damage to those light jacks.   
more thoughts later :P

Friday, August 26, 2011

Warmachine Batrep: pButcher vs Kraye 35pts

Tonight I planned to teach one of my friends Warmachine.  He recently moved down to Irvine and is staying with Ben.  So I packed up my bag and figure I'll let him try pButcher out with maybe some Great Bears and a Jack or something like that.  Well, I get to Ben's and our friend is on the phone so Ben decides to sneak a game in!

We decide to play 35pts Jacks and only Solos.  He brings;

Kraye
Squire
Hammersmith
Defender
Stormglad
2x Hunters

I've got:

pButcher
Behemoth-- proxied by the Marauder :(  
Juggernaut
Spriggan
Kodiak
War Dog
Widowmaker Marskman

I don't know why I brought the Marksman but I like him a lot and I figure he could flank and possibly get to Kraye.

The board had two wheat fields in the center of the board as rough terrain and two walls on the sides.  This is going to be really tough for Butcher, like REALLY tough.  All I have is the Behemoth who can shoot a pair of bombards but Ben is sporting a Defender and two armor piercing Hunters, not to mention  I've got two fields of rough terrain to traverse.  This is going to be brutal.

Opening of the game had me advancing behind my wall of Jacks while Ben focused all his efforts into trying to bring down the Behemoth.  I've been in this fight before and it's just a matter of time before the Defender takes down the Behemoth's subcortex.  But now I also had to face two hunters...  The Behemoth was operational for at least two rounds and got some shots off on the Defender and one of the Hunters.

I feated fairly early when I noticed I would be able to catch both Hunters.  Butcher advanced to one of the Hunters and cast Obliteration which wrecked it.  Behemoth walked up and lobbed a shot at the other nearly crippling it's gun arm.

My plan was to try and take out his long range guns so we'd have to fight in melee-- something my army is better equipped for.  Well, one Hunter down.

Ben now runs his Hammersmith who has some kind of spell on him that doubles it's speed.  It blocks and protects the surviving Hunter.  He swings Kraye down the right flank and the Defender starts to head over to the left.  My force is in a tight formation in the center and I'm slowly being encircled.  More shots rain down on the Behemoth and he's wrecked between the fields.  If I stay out in the open I'm going to eventually fall to all this fire so there's only one thing I can do.  Run!

Well, not that yet.  Kraye is dangerously close to my Kodiak so I load up fury on him along with 3 focus.  My plan is to push the Kodiak with the Spriggan and then charge Kraye.  Little do I know that Ben has put Pursuit on the Kodiak which means that once he advances, Kraye will be able to move away and he has parry.  :(  We later checked and the Kodiak would have made the charge.  So the Kodiak vented steam and didn't move.  Spriggan advanced a little and took a shot at Kraye who had either one or no focus camped and was able to do a miracle 5 wounds on him.  Butcher was a little exposed sitting on no focus so Jugg pulled back to block LOS from the Defender.  One good thing came out of that round.  My Marskman, who had redeployed to the center, advanced in shooting range of the other Hunter, getting a shot off around the Hammersmith.  He crippled his shooting arm!  So only the Defender was left for long range.

Ben pulls the Defender back and it shoots the Spriggan for good damage.  He swings his battlegroup back to his back edge now heading for the other flank.  Not the right time for the alpha strike.  Kraye is sitting in the back with no focus so I think of something sneaky.

Butcher charges the Spriggan and I check control but I'm out of range for Obliteration.  I would have been at dice-2 with a fairly gutsy chance to win the game.  That was a real bummer and next turn I know I'm going to take the alpha strike and it's going to hurt.  So I run the Kodiak, who stilll had Pursuit on him (poor Kodiak) and Ben asks, "are you sure?" and advances the Defender down the left flank.  Not good.  As soon as I activate my next model Ben gasps.  Dog runs to the Defender and engages it in melee.  What Ben wanted to do was take a boosted shot and pButcher who was already damaged sitting on 10 life (I somehow forgot that).  But now the Dog posed a problem for him.  We'll get to that in a bit.  Spriggan tries his best to advance and block charge lanes in front of Butcher and the Jugg runs into the fields to defend what he can too.  Butcher has Iron Flesh and 2 focus.  In front of him is Spriggan and the Kodiak.  Marskman is engaged by the surviving Hunter in melee.

Here it comes.  Kraye feats and this gives his battegroup boosted attack rolls :(  Ben takes a long time to think about his moves and what to do with the Defender.  He decides to take a free strike and backs away from the Dog.  Dog hits and does 5 damage.  I need to roll a 1,2, or a 6 to cripple is gun arm.  I roll a 2!!!  Dog is amazing!  What's cool and even more irritating is that Ben moved the Defender out of melee range of the Dog so the Defender can't do anything!! haha.

But here come the heavy hitters.  Stormclad charges the Kodiak who is already a little damaged and wrecks him.  Next comes the Hammersmith who charges Spriggan and hits on his first two attacks which allow him to get off his combo but Ben elects not to do that because Butcher is close by.  He buys another attack and after all is said and done, Spriggan has one cortex box and a few on his right arm :D

Kraye advances along his back edge away from the melee that is taking place.

Butcher goes with Full Throttle and backs up behind the Spriggan.  Dog runs back towards the Butcher getting to within 3" of him.  <3 the Dog.  I think I may paint him next because of this game.  Spriggan on 2 focus attacks the Hammersmith and with 2 attacks nearly brings him down.  But Juggernaut just makes the charge and with his axe is able to wreck it.  That was huge as the Hammersmith was the main thing I was worried about.

Ben goes and advances the Hunter into the Dog and kills him, then Light Calvary moving it into the Juggernaut (Kraye makes all his 'Jacks calvary).  At this point I offer a draw to Ben as it's getting late.  He does want to play it out but after further thought accepts.

I had Butcher, an untouched Juggernaut, and an almost dead Spriggan going against Kraye, an untouched Stormclad and a crippled Defender.  I liked my chances because I could slow advance with the Spriggan and as soon as Ben wrecks him, I'll counter charge with either the Jugg or Butcher.  But without Scenario or even Killbox or a timer, this game would have dragged on and I could have easily been lame and move Butcher to a wall or something so I thought a draw was fair and sporting.

The draw did feel like a victory though because of all the hammering I took in the beginning rounds.  It always happens against Cygnar gun lists with a heavy Jack list with pButcher.   There's no getting around it.  You'll feel awful, you'll take a beating, but more often than not, Butcher will make it to the End Game and then anything is possible with him once the heavy guns are off the table.  Perhaps that's why Ben took the draw.

He probably remembers this game pictured above where a fully camped Butcher with Iron Flesh ran through his entire army to bring down pNemo :P

Jack heavy is very hard to play with pButcher.  Against a shooty list, you have to run and be aggressive because you absolutely have to get into melee.  Take care of his anti armor weapons and eEiryss or things that have upkeep hate and Butcher should be good in the later rounds, if he survives until then.

I haven't played him with the Winterguard surprisingly but I'd like to run a list with Winterguard, Assassins, and Widowmakers.  Fury is good for both infantry and Jacks and he has Iron Flesh for DEF.  Feat turn will be killer too.

Our friend ended up watching the game and he's very interested.  He said it was actually fun to watch the game and is looking into either Trolls or Skorne.  All in all, a fun night.

Sunday, June 19, 2011

Warmachine Batrep: pButcher vs pNemo

A week ago, Ben and I squared off for another match of Khador vs Cygnar.  Ben had a new strategy taking what he learned from our first game and created a "Death Ball" of Electricity with the Thunderhead and his Stormblades.  I usually write down what happens on a piece of paper but I lost it so this will be from memory.  His list was something like this:

pNemo
Thunderhead
Hunter
Squire
Arlan Strangeways
Arcane Tempest Gunmages + UA
Stormblades + UA
Stormtower + Grunt

I was trying something different proxying Beast-09 and taking some Manhunters to go along with Yuri.  Not the usual "Strong Center" I usually have with 2+ 'Jacks but I wanted to get some experience with flankers.  My list:

pButcher
Beast-09
Widowmakers
Widowmaker Marksman
Mechaniks (4)
Great Bears
Kayazy Assassins (max + UA)
Yuri
Manhunter x2

I won the roll and deployed first putting the Widowmakers behind the wall and Yuri and friends near that forest.  My plan was to get them in the trees where hopefully they could counter attack the center when Ben pushed forward.  Beast and the Mechaniks were front and center with Butcher and the Great Bears behind them.  On the right I had my Assassins.

Ben got his guys into a formation that he devised-- Thunderhead in the center with Stormblades in front to protect it.  He advanced deployed his hunter behind the house on the left and had his ATGM on the right with the Stormtower just behind his wall. 

Turn 1

Everyone runs for Khador-- Widowmakers hop over the wall to get some shooting lanes on the center.  Yuri and friends push and shove each other as they try to fit in the forest.  Everyone else moves up slowly and I shift the Great Bears behind the Assassins.

Ben moves everyone forward and puts Disruption Field on the Thunderhead and Electrify on the Stormblades-- if I hit them, I'll take a hit myself and get pushed back. 


Turn 2

My forces head for the center.  Widowmakers take down one or two Stormblades.  Ben counters with his Hunter who shoot two of my Widowmakers.  The forest on the right proves to be too small and Yuri gets shot to pieces while the two manhunters flee the trees heading back to the main Khador force.  Not sure but Beast could have taken some damage.  He's going to get shot up on the way to the Cygnar line.


Turn 3

From the look of the pics, it appears I went second.  Ben kills the remaining widowmakers leaving just the Marksman left.  At this point, I'm trying to figure out how to deal with the Thunderhead Ball of Doom.  If I charge it and attack the Stormblades, I'll get electrified and pushed back.  Then on the next turn Ben will Pulse with the Thunderhead and I'll lose all my infantry.  I decide to send a handful of Assassins forward as a sacrifice while I get my other forces in position to charge next turn.  I use Killstroke to get the Assassins deep into the Cygnar forces.


Turn 4

Ben takes care of my Assassins with his Stormblades and clears out the center with a Pulse from the Thunderhead.  Beast-09 goes down without contributing too much to the fight.  I also forgot to advance him after he took ranged hits TT.  Ben sends his ATGM all down my right flank and we've got a familiar sight-- the Khador force being slowly surrounded!   

I counter with everything that I have and leave just two Stormblades left.  Things look grim as I know that Ben is going to walk his Thunderhead down and pulse all of my infantry.  It isn't going to be pretty.


Turn 5

But wait!!  Ben decides to go for the jugular and sends his Thunderhead to charge Butcher!  Sitting on 5 focus he boosts his "to hit" rolls and boosts for damage.  By some miracle Butcher lives to fight on taking minimal damage.  With full focus camped Butcher was sitting at Armor 24.  Ben and I had to double check multiple times because that just didn't seem right.  In hindsight Ben said that he should have parried his Hunter out of melee with the Assassins and taken some armor piercing shots at the Butcher before the Thunderhead charged.  That would have been good.

I lose all my infantry in the center taking shots from the ATGM and the rest of the Cygnar army. 

On my turn I feat and Butcher rips apart the Thunderhead.  Over on the left near the house, two Assassins charge the Hunter and take it down while another Assassin charges Arlan. 

All I have left now is the three Assassins, the Widowmaker Marksman, and Butcher.  Will it be enough?



Turn 6

I lose all my Assassins to gunfire and the ATGM move towards the center.  Ben moves his Stormtower closer ready to attack next turn.  Nemo moves over to the right flank to safety.

At this point I'm considering putting Iron Flesh on Butcher to up his defense but I felt there wasn't time and he might take shots from the ATGM; better to have sick armor.  So I decide to go for broke and in glorious fashion run Butcher into the fray backed up by the Marksman. 

The Marksman takes a shot at the Stormtower taking out the operator; just one more shot needed next round to take that thing down. 


Turn 7

I never imagined I would be alive this long. 

Ben moves his ATGM more towards the center while the Marksman takes down the Stormtower.  One threat neutralized.  Meanwhile Ben has been taking shots at Butcher and needed to roll insanity with dice -14 for damage from his Gun Mages.  Holy Moly!  Slowly we both realize that nothing can penetrate Butcher's armor.  I run him right into the thick of the ATGM getting into melee and thinking that if he shoots at Butcher, he'll have to risk possibly shooting his own men! 



Turn 8

Ben takes down the Marksman and proceeds to surround Butcher and take shots at him.  Nothing is working and in the past few rounds have only taken 3 or 4 damage.  Ben runs Nemo behind a wall but leaves a charge lane for Butcher.  With reach he is able to attack and with 6 focus is able to clobber Nemo and win a suprising game for Khador.




Ben had the game won.  For me, it was one of those agonizing games where you know you're just going to lose.  Ben strategy of the Thunderhead Ball was really strong.  I had no easy was of assaulting it as whatever I sent at it would get Pulsed in the next round.

Ben cleared out the center of my formation and could have easily Pulsed the remainder of it but instead decided to go for the win with the charge against Butcher with the Thunderhead.  It looked good actually as the Thunderhead had 5 focus but wow, armor 24 is hard to beat!

The lesson I see in our game is knowing what to do when you have an advantage-- you don't have to take risks.  In fact, the other player is the one that has to take some risks (like an assassination run) because they're the one that's playing from behind.  What I think Ben should have done was Pulse what was left of my infantry and then go into the End Game with both the Thunderhead and the Hunter.

What we learned was that those two 'Jacks were the only things that could really threaten Butcher.  Nothing else could penetrate his armor easily.  So here's the strategy:

In this particular matchup, Khador wants to eliminate those things that can hurt Butcher in the end-- the Thunderhead and the Hunter.  Then, after the majority of the Cygnar forces are taken care of, he can come out and dominate the field. 

Cygnar on the other hand, wants to keep his anti-armor alive to threaten Butcher while they slowly pick apart the Khador force using their guns and tactics with the Thunderhead's Pulse. 

Ben will probably run this list again as we both feel it's really strong and next time I'm going to have to figure out a way to win and tackle the Thunderhead Ball.  GG Ben!

Wednesday, June 8, 2011

pButcher vs pNemo

Khador vs Cygnar @ 35 points.  Ben is my Warmachine buddy and tonight played in his second game bringing pNemo to the table.  He was running:

pNemo
Thunderhead
Hunter
Thorn
Charger
Junior Warcaster
Arlan Strangeways
Black 13th
Squire

I was running Khador with:

pButcher
Juggernaut
Marauder
Kodiak
Wardog
Great Bears of Gallowswood
Kayazy Assassins (max)
Kayazy Assassins Underboss
Battle Mechaniks (6)

I won the roll and chose to go second so I could react to Ben's deployment.

Ben contemplating his deployment

He put the Thunderhead on the front line along with the Thorn all set to arc node and the Charger.  On the back line, Arlan and the Hunter were on the left, Nemo, the Squire and JR in the middle with the B13 on the right. 

I put my three 'jacks in the center with mechaniks behind them.  Bears, Butcher, and the Dog are behind the Mechaniks and the Assassins on the right. 

My plan is to run the Assassins forward to tarpit and engage the Cygnar front while my big hitters run up behind as a second wave.   
Deployment
Turn 1 the B13 move to the wall and get Arcane Shield from Junior.  Thunderhead and the front Light 'Jacks move up.  Disruption Field goes on the Thunderhead.  Electrify goes on the Hunter as it runs up to the palm tree. 

Khador responds by running like mad.  Assassins take the center with Iron Flesh.

End of Turn 1
Ben gets his AOEs ready and the B13 leap over the wall and shoot the Fire Beacon at the Kayazy hoping to expose their stealth but miss!  It lands right in front of them.  Ryan (of B13) shoots Mage Storm which also misses and scatters in front of the Kayazy right next to the Fire Beacon.

The rest of Ben's forces move up but he forgets to attack with his Thunderhead!

Mage Storm vanishes and the Kayazy run forward.  Three manage to engage the Hunter, Thorn, and the Charger.  The rest of the Khador force runs up behind.


End of Turn 2
With the Khador tide getting closer to his lines, Ben sets up a devestating attack.  Arlan uses his special to pull the Thorn out of melee, freeing up Nemo's arc node and allowing him to conjure up Chain Lightning on an Assassin.  It misses!  Needing to roll 10s he goes for another Chain Lightning and rolls a hit!  A bolt strikes an Assassin and arcs to two more killing all of them.  Nemo follows up casting Locomotion on the Hunter moving him back 1 inch, avoiding free strikes with parry.

B13 take aim and strike with Mage Storm and kill A LOT OF DUDES.  Another B13 snipes an Assassin.  The last shoots at another Assassin but it misses and hits the Charger but luckily does no damage.

Ben sensing that the Thunderhead was in danger backs it up to safety and blasts the Juggernaut as the Assassins charge.

One charges into the Hunter and cripples his melee arm.  Another runs behind the Juggernaut and reaches Ryan (of Mage Storm fame) but wiffs on his attack.  The Kodiak runs up to help and ties up Ryan in melee.

Great Bears run forward.  Butcher gets Iron Flesh going to 19 DEF and the Marauder runs up with Mechaniks behind after making a lot of repairs on the Juggernaut.     

At this point I'm getting ready charge with my second wave.  I'm pretty surprised that I have Assassins left.  One thing that I've got going for me is I have all of my heavy hitters left-- 3 'jacks, Great Bears, and Butcher sitting with Iron Flesh and Focus and the Dog.  Just gotta reach his line!


End of Turn 3
This is the big turn 4.  B13 abandon Ryan for dead and retreat but not before taking a shot at the Kodiak.  It takes some light damage followed by Mage Storm from Ryan.  The blast doesn't penetrate the Kodiak's armor but it kills the Assassin. 

Meanwhile on the left flank, Arlan repairs the Hunter as the Charger lights up the Juggernaut crippling his left arm and his movement.

Thorn falls back and Butcher sees the Thunderhead advancing right into their formation.  "Here it comes!!"  The Thunderhead attacks with his Pulse Special killing the rest of the assassins.  The Juggernaut crumbles to the ground as the shockwave hits the Great Bears.  Kolsk takes a hit and TOUGHS!  Volkov braces against the impact, stumbles, and TOUGHS!  He turns to see Yarovich hit by the mighty blast.  TOUGHS!!!  Ben eyes go wide and immediately darts back, "That's Bull $#!7!!!!"

Butcher senses that this is the time for a little Blood Frenzy!  And now with fire in their eyes the Great Bears charge!!!  Kolsk reaches the Hunter and misses his first swing.  He comes around again for a second hit and nails the Hunter for crippling damage.  Volkov and Yarovich hit the Thunderhead HARD crippling first the Thunderhead's cortex then it's movement.

The Marauder charges into the Thunderhead, eyeing the Hunter behind him.  Rolling with Full Throttle, the Marauder hits his Combo Smite and smashes the Thunderhead back, wrecking it completely.  It lands just shy of colliding with the Hunter.

The Kodiak looks down and sees Ryan, her gun still smoking from her last Mage Storm shot.  He swings with his fist and finally takes her down.

 

End of Turn 4
Still with a lot of fight Ben activates the B13.  They take a shot at Kolsk on the left.  He toughs!  Ben responds quickly with another, "That's Bull$#!7!!!"  Lynch takes a shot at Yarovich and this time, Yarovich falls.

Arlan quickly repairs the Hunter getting its gun back online.  The Hunter parries away from the annoying Kolsk and shoots Butcher with a boosted attack.  Misses.  Damn.  Dice -12.  Ben says, "It's over Prime..."  (Megatron quote)

Charger charges forward and hits the two Bears in the middle taking out both Yarovich and Volkov.

But then things start to unravel for Ben.  His Junior Warcaster with Rat 4 misses Kolsk.  Nemo Feats and misses the attack on the Marauder.  He Chain Lightning attacks the Wardog hoping to bring down Butchers DEF but at dice -4, rolls a 4 for no damage.  And with that, Ben concedes the game.  GG Ben!!

Position at End of Game
After 5 hours of playing, our epic match finally game to an end.  Afterwards, we both said that the turning point was the tough rolls made by the Great Bears.  Oh they are legendary.  It allowed them to stay alive and charge the Thunderhead on the next turn.  Without that, we weren't sure if the Marauder would have been able to finish the Thunderhead off.

This is the first time that I've seen the greatness of the Bears and wow, if you can get them into melee, they can wreck a lot of face.  You can't really count on the tough rolls but when the dice are on your side it can turn the tide of the game.

In the initial turns, it looked really grim for Khador with two huge AOEs being put down not to mention the threat of the Thunderhead's Pulse Attack.

But the Juggernaut, for some reason, soaked up a ton of damage and the Assassins did what they were supposed to do and allowed everyone behind them to clash with the Cygnar line.  Butcher was also able to enter the End Game relatively untouched and ready to do what he does best-- be crazy scary.

We both had a blast with this game and we'll both be tweaking our lists for the eventual rematch.  Some things I learned from this game:

-Feels like 3 Jacks might be too much.  Besides the big Combo Smite, the Marauder and Kodiak didn't do too much.  I might need just one of them.  Instead of the Marauder, I'm thinking of brining in Yuri, a Manhunter, and Widowmakers.  That'll give me some fast flankers to go along with my slow advance; Yuri and the Manhunter hopefully being able to hunt solos and be a distraction.  The widowmakers will also give me some range and more options to hit solos.  I could also bring in a calvary solo instead of the Widowmakers which sounds like fun.  But I do feel I need something fast along the flanks to give me more tactical options.  Right now all I can do is pretty much slow advance-- Assassins in front, Heavies behind.      

-My Mechaniks always get left behind after a repair.  I might have to stagger them up the field, to prepare for future repairs. 

-Combo Smite is REALLY POWERFUL.  The Marauder's basic attacks aren't too bad either hitting at P+S 16s.  Haven't really used the Kodiak's throw but right now I'm leaning to the Marauder. 

-Juggernaut always takes concentrated fire as the army advances.  Just before he reaches the lines, he gets destroyed.  Phillip says he gets attacked because he's the only one painted lol. 

-Kayazy Assassins.  Love this unit and can see myself using them for a while.  So many things they can do from tarpiting, being monsters in melee, hard to hit, and they also have assassination possibilities with Kill Stroke. 

My next list might be this:

pButcher
Juggernaut
Marauder
Wardog
Great Bears
min Mechaniks
Widowmakers
Yuri the Axe
Man Hunter