2000 Point AT43 Karman Flux List

King Mammoth Karman At-43Flux is a fun Karman list to play. In AT43 there are only two lists that let AFVs control points. Red Blok Frontline and Karman Flux. These lists open up a some great tactical opportunities as you can now park a long range AFV on an RP point and get your reinforcements in earlier. This list will play exactly like that, Use your mobility to grab RP and VP points turn 1 and unleash some other nastiness at your opponent.

Flux List

- 2 K-Fighters (Mentor) Karmic Warrior
- 4 Wendigos
- 1 Easy Trike  Karmic Warrior
- Jindo-Un (+ Saint Anuman) Karmic Warrior
- King Buggy

The idea behind this list is to quickly grab enough RPs (RP blitz) to bring your reinforcements in for the beginning of turn 2. You will want to deploy  your K-fighters on the board first turn as taking over an enemy AFV first turn will be crucial.

Second turn will see the Wendigos rush on with the easy trike. the easy trike’s target will be a type 1 AFV. If you don’t take it over outright, use your karmic warrior for a second chance at the die rolls. You can save this easy trike until you have perfect positioning to ensure a no cover shot on an enemy AFV as well, but the goal is to take a type 1 the turn it enters the board. This is a risk move for sure but can pay off in strides. Capturing 500 points worth of enemy armour by the second turn will make your opponent think twice.

Save Jindo’s karmic warrior for the lucky roll your opponent gets that manages to immobilize him or destroy him. Since you have no repairs in your list you need to acquire enemy AFVs to replace the ones that get destroyed or immobilized.

You don’t have a lot of minis on the table to its important to use karmic warrior to minimize losses or to ensure you capture and enemy vehicle, don’t use it for anything else. This list either works really well or fails stupendously, but thats half the fun of playing it. Its weaknesses are infantry based anti AFV lists that can afford to lose their AFVs and not have it impact them too heavily.

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  1. Seems like a very devastating list! I’m eager to try this one!

    But would it not be very vulnerable to anti-AFV infantry units, such as Bane Goliaths or Dragomirov Kolossus?

  2. Vastatum says:

    yes a heavy infantry list would be the best way to defeat this. Anti AFV Supra, Morningstar lists would be hard to beat for instance.

    Thats part of the beauty of AT43, you can build a specialized list to utterly stomp an opponents strategy, but your list is just as easily countered.

    These new lists are less beginner lists, they aren’t the jack of all trade armies that you should start with, but an example of some highly specialized lists that excel at a particular strategy.

    If you have an opponent that loves running frontline or Mind for instance this is a perfect way to take them down a notch.

  3. Rednax says:

    Why the King Buggy? Wouldn’t more ETs serve Anuman better?

    My group’s settled on playing at 2500ap. What would you do with the extra 500ap? I’d upgrade the Buggy to a Mammoth.

  4. Vastatum says:

    Without something that moves fast with flamers, infantry has very little to be afraid of. The King buggy can be used to quickly eliminate infantry based threats. More easy trikes are definitely an option though, but might be too anti afv heavy.

  5. Vastatum says:

    RE the extra 500 ap, the mammoth curtain of flames wouldn’t be as beneficial to this list, but the firepower more than makes up for it. Give it a go though, the mammoth firepower is very powerful. I would try to increase the number of models though for the points myself, more targets to shoot at is always good. Maybe some Jungle trikes, or another jungle/king buggy.

  6. Rednax says:

    I’ve playing in a Frostbite campaign and have a Concord Square battle due against the COGS. Phase 1 so 2000 split 1500/500. My faction is Flux vs. Generic Cogs.

    As it’s a relaticely open map I expect COGS to field a Vandal, plus thier normal Type 1 AFV-summoning.

    I plan to use St Anuman’s hijacking ability to turn the COG AFVs against them, with possible ONI backup (I have ONI Box plus Samedi another Lt Enforcer).

    Possible lists:

    Option A.

    Platoon 1
    – 2 K-Shooters*
    – 3 Medtec
    – Jindo-Un (+ Saint Anuman)
    – 2 Easy Trike (Mentor)
    – 2 Kaptars Sniper Team*
    Platoon 2 (ONI)
    – 3 Medtec*
    – 1 Light Destroyer (Samurai)
    Off platoon
    – 3 Civilians
    [*Re-enforcements]

    The 4 AFVs plan to sieze the centre, the ONI LD provideing repair to keep the others in play. Disadvantage – no grounding and little dedicated anti-infantry.

    Option B:
    Platoon 1
    – 2 K-Shooters* (Mentor)
    – 3 Medtec
    – Jindo-Un* (+ Saint Anuman)
    – 3 Easy Trike (Mentor)
    – 2 Kaptars Sniper Team*
    Off platoon
    – 3 Civilians

    Similar tactics, fielding a 3rd ET for survivability instead of relying on repair. Similar disadvantages.

    Option C.
    Platoon 1
    – 2 K-Shooters*
    – 3 Medtec
    – Jindo-Un (+ Saint Anuman)
    – 2 Easy Trike
    – 2 Kaptars Sniper Team*
    Platoon 2
    – 6 Super Zombie R. Alpha (+ Samurai B. Samedi, 1 Zombie Gun)
    Off platoon
    – 3 Civilians

    A more balanced list. The 3 Zombie Guns provide grounding and possiblity to convert infantry as well as AFVs.

    Any thoughts?
    (posted here as my oponent reads the RE forums)

  7. Vastatum says:

    If you’re going the Jindo-Un Route I would watch out for deflector shields from the T-Regulators. This will make taking those AFV’s out quite difficult until you can kill the hero.

    You’ve got snipers to hep deal with that situation should it arise. I find the medtec + K-shooter combo to be devastating good choice there.

    You don’t want to get into a shootout with the cogs and taking out the vandal is going to be the highest priority. I would risk using the 3 easy trike combo last activation, first activation and hope to take out the vandal, you have K-shooters to back them up. Then just BBQ around the board if they survive or focus on the smaller afvs.

    I find with Jindo it is either all or nothing, it can pay off big or fail miserably. I haven’t had much chance to play with ONI as a mercenary force so I’m not sure how that would play out.

    I would tend to lean towards option B if I knew a vandal was coming, that would put a serious dent in the cogs ability to deal damage from the first few turns and make it safe for your (few) infantry.

  8. Rednax says:

    Thanks.

    Option B is certainly all-or-nothing. However, if I lose, the COGS will have to fight another Company of mine at the sector they’re trying to move to, so I may be able to go risky :)
    St. Anuman has the campaign medal that gices re-rolls on penetration, so impoves his effectiveness against the Vandal.

    I can’t 100% guarantee the Vandal will be there, but this build will make mincemeat of any type ones he fields or summons anyway.

    One issue is activation order: If I win authority and bring on Jindo first into overwatch, there’s the risk that the Vandal will position itself so only half Jindo’s guns can fire.
    I could put JU and ETs as last two, and use delayed activation if neccessary to make sure they both come on after the Vandal.

    Re. ONI, I’m the first to get any in my group. I don’t think the 1 repair of the LD is worth it, but Option C could have a nice surpise factor.

  9. Rednax says:

    Went with option B.
    Unfortunately COGS had all their AFVs in re-inforcement and I lost trikes to his infantry rockets before they could achieve anything :(

    Fortunately I won the next battle :)

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