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M2e Kaeris


mythicFOX

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But overall...Kaeris just likes good models, regardless of specific fire synergies.

 

 

100% agree, Kaeris can make good use of most Arcanist premium models.

 

One thing I haven't had much success so far though is her totem Eternal Flame, it didn't really work for me. Malifaux Child on the other hand is plain nuts with Kaeris though imo, since it brings a lot of useful stuff on the table: healing and either a second Accelerant or more burning, whatever you need more.

Manipulative 15 is also super-helpful.

 

I haven't tried out Firestarter so far, however since most here seem to like him quite a lot, how did you use him? Reading his card I wouldn't have seen him as an auto include tbh.

 

 

Since I played her most of the time with Grab and Drop I also tried her Purifying Flame Upgrade recently. While Wings of Fire is obviously great, I always feel Grab and Drop itself is a bit underwhelming with only Rg 1" and not being able to move your own units. The two games I had with Purifying Flame where lots of fun though, especially because the strategies and schemes wheren't mainly kill and not so much scheme focused (Turf War and Reckoning, can't remember the Schemes).

The list included Kaeris, Malifaux Child, Joss, Johan, Howard Langston and Mech Rider with some Imbued Engergies and Upgrades on Kaeris.

While Kaeris may sound counter-intuitive on Reckoning (since Burning models won't count for it) it was pure awesome-sauce, since my opponent didn't score a single point for it thanks to all my healing. Kaeris pretty much flew into the engagement blob each turn, used flare, burned and healed my own stuff and then used Accelerant.

 

Not really the most mobile list, but as mentioned lots of fun. Basically the complete difference to a Wings of Fire/Grab and Drop list and playstyle ;)

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Grab and drop is a solid (0), but it competes with flare so you lots of turns where it would be useful, it may not make the cut. But what it brings is an attack that let's you move Kearns out of the fray, and drop an enemy model somewhere where your crew can mash it. Most importantly, as a height resist, there are no defensive triggers that your opponent can use against it.

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My main problem here is the Rg 1" of GaD. Most things you want to escape from have 2" or 3" engagement range, and if they're smart they'll use it. So it basically becomes a (1) action because you need to walk to your opponent first. After the drop you're still engaged with them since you can only place yourself 2" away.

It's nice against Rg 1" models though, but more often than not they're not in range when I want to use it against them.

So yeah, I love Wings of Fire, but GaD is just a nice bonus that may work in only 1 out of 10 times for me. Just my opinion though, ymmv :)

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To answer your question about the Firestarter, I don't consider him an auto-include, either, but he makes the crew good for kill-based schemes and strategies because he can count kills from Burning, which can give you more opportunity for a Burning-based crew.  I also like him with Purifying Flame as a healer for Kaeris (who is affected by her own aura), but I tend to leave him behind for Grab and Drop lists despite his alarming mobility, although I will field him in Stake a Claim.

 

The best use I've found for the Eternal Flame is as a roadblock.  The massive armor makes it a tough nut to crack, it can heal itself, and it can shove Pyres around with Born of Fire or Purifying Flame.  It's also cheap, like "I'm full on upgrades and I have a few stones left over" cheap.  That said, I haven't used it a whole lot because I hate proxies.

 

And I think I'm actually more fond of Purifying Flame than Grab and Drop these days, but that's because I tend to run tankier lists for Kaeris.  (Rail Workers, Rail Golem, Joss, etc.)

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I love the firestarter. Its out cheapest henchmen that has flight and access to 3ap. I almost always get my points worth out of the firestarter just based on those abilities alone.  Everything beyond that point is just gravy. He's also M&SU and so it unlocks some really fantastic upgrades, which he can make great use from and supporting the crew is easier given his high mobility. I wouldn't call him an auto include, but I think he's great and people should run him in other lists because he's worth it, especially with ironsides.

 

I also like the eternal flame if i'm running Kaeris as a healer primarily. Kaeris can be a great healer, however the only problem is that it only kicks in at the end of the turn. The EF power "resolves" the burning right away and thus giving you that healing effect right away. It's also dirt cheap and as mentioned, even as a big roadblock, it'll probably earn its 2ss back.  

 

I'm curious if anyone has run the freikorps specialist with Kaeris? I haven't personally, but the synergy seems pretty obvious.

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Thanks for your replies about the Eternal Flame and Firestarter.

 

I guess I'll give the Firestarter a try next time I play Kaeris. However I'm still looking for a nice proxy, so far my best ideas would have been Iggy or Papa Loco (old sculpt).

 

I'm still not sold on the Eternal Flame (mainly because I simply find Malifaux Child the perfect fit for my own playstyle) but I see why it can work well :)

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I've honestly always gotten use out of GaD either by getting me out of combat, or getting a problem model out of an area from turf war or a scheme I'm trying to establish.  I haven't actually used her healing or pyre markers, but I'm wondering can the Eternal Flame move a marker on top of an enemy unit to give them burning?  if so I might try taking it and trying her with a healing support build

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I've honestly always gotten use out of GaD either by getting me out of combat, or getting a problem model out of an area from turf war or a scheme I'm trying to establish.  I haven't actually used her healing or pyre markers, but I'm wondering can the Eternal Flame move a marker on top of an enemy unit to give them burning?  if so I might try taking it and trying her with a healing support build

 

No.  Follow the flame specificies "not in terrain, and not touching a model or Marker."
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I too love the Firestarter, and I use him mainly as an unstoppable scheme runner. Power Ritual? He'll be in that back corner whenever you want him to be. Breakthrough? Just wait till the enemy lumbers out of their own deployment zone, and it's all yours. Entourage? Go ahead and try to stop him.

 

But you have to be careful with him, because he's very flimsy (other than burning stones to keep him live) once somebody engages him. I tend to hold him back at first, just use him to put burning on my own guys for wings of fire or the like, and then once wherever he needs to go is open, send him in. If you want an absolutely undefeatable Deliver a Message, slap Imbued Energies on him for a 4ap turn - two flying walks, and he's still got 2ap to deliver. After that he's earned his keep and if the enemy master wastes AP killing him, so much the better!

 

Oh and like many others, I use Iggy - just based him to match the rest of my Kaeris crew.

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Then for those of you who have used them. Are the pyre markers worth the 0 action? Considering she has a lot of great 0 actions

 

I think they're pretty great- you got a lot of options with them.

 

IIRC, they're blocking meaning, they do block LoS so stopping auras, blocking shooting and ca from key positions can limit some filthy stuff. Makes charging hard (not impossible... Lady Jaaaaayyyy!!!!).

 

If you bring the Captain or some Oxfordian Mages, or Performers, you can also lure or push enemy models into em. I'm pretty sure the 0 action upgrade is the other limited besides Drag and Drop, right? Do, unless you're getting pyre markers another way, I don't think you can drag and drop into them... But if you do get them some other way, dragging someone into them could be preeeetty baller. Especially if you're dragging someone off of a tower or the top of the building and then onto the pyre on the lower level.

 

Though, I love all of the Block LOS pillers... Illusionary forest, Ice pillar... Mobile cover. Good deal.

 

ENinja

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