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===Warcasters=== *'''Kommandant Irusk (Irusk1):''' Khador is an infantry faction, and Irusk is the dedicated infantry 'caster. He's not a fighter by any means, and he doesn't have much in the way of direct offensive ability. What he ''does'' bring is a shit-ton of incredible buffs for your infantry. Fluff-wise, Irusk is a [[Creed|Tactical Genius]] who is loved by his men because he never wastes their lives; if you die under Irusk's command, it is because you could not have been saved, and your death was necessary for the glory of Khador. This relationship with his men is exemplified in his feat, Undying Loyalty, which gives all infantry in his control area Fearless, super-Tough, knockdown immunity, and bonuses to attack and damage rolls for the turn. In his MK3 incarnation, he has also an array of non-spell abilities to further increase infantry effectiveness (tactical plans). *'''Supreme Kommandant Irusk (Irusk2):''' One of the most unique 'casters in all of Warmahordes, eIrusk retains pIrusk's focus on infantry, but completely changes the way every single unit under his command plays on a fundamental level. His primary ability, Martial Discipline, is an entirely passive - meaning ''free'', not a spell - ability that allows your infantry to move and shoot through one another. The number of shenanigans this enables is boggling. Doom Reavers can charge ''through'' the Man-O'-Wars that escorted them to the front line. Widowmakers can sit behind your Iron Fang Pikemen and clear the path without any fear whatsoever. And as if this wasn't enough, he ''also'' grants all his infantry Tough, ''also'' for free. On top of all of this, he also packs a suite of buffs that would make pIrusk proud, and which serves to make his army even more horrifyingly superior at the positioning game. No one matches the Supreme Kommandant for sheer infantry control. Irusk 2 was a most popular choice during the start of MK3 due to the "Evil wood of dead" also known as Circle Wurmwood. Since he had added ability on feat to ignore forests when tracing LoS, was a popular choice to counter the evil wood feat turning the wood control area into forest. With the nerfing of Wurmwood feat at command range range, Irusk 2 fell a bit from grace, since Harkevich was going to deal with that quite excellently due to mobility. He is still a great caster with a incredible array of utility under the form of airburst, fire for effect, battle lust and artifice of deviation. *'''Karchev the Terrible:''' From useless paperweight to competitive monster. Karchev main strenght are basically three. 1) He is very difficult to assassinate due to high ARM and 34 reiparable health boxes 2) He has nice threat extenderes in the form of road to war and countercharge battlegroup wide 3) His feat is quite big in term of focus multiplication. Please anyway consider Karchev was considered too strong and was nerfed because he run Khador cheap jacks a bit too well. His feat now provide only boosted damage rolls to his battlegroup and not boosted attack rolls anymore. This means he will struggle versus defense skews like [http://cards.privateerpress.com?card_items_to_pdf=$3215,1 Fyanna 2] *'''Zevanna Agha, the Old Witch of Khador (Old Witch):''' This is a kinda strange caster, not having the durability of the other Khador casters and forcing a kinda different gameplay. She has a good array of spells, in the form of avatar of slaughter, iron flesh and Murder of crows. Her strongest ability is probably field marshall apparition, granting apparition to jacks in her battlegroup, granting basically a 2" threat extender and a way to easily gain backstrike bonuses in case jacks are engaged. She is not considered anyway a competitive caster, since she has a dual nature of infantry and jack caster that doesn't sit well with MK3 skew lists. **'''Scrapjack:''' The Old Witch's personal warjack, Scrapjack is unique in a number of ways. He's the only light 'jack in the entire Khador arsenal, as well as the only arc node. Like her, he's fast and tricky, a glass cannon with a lot of tricks up his sleeve rather than an outright brawler. His main purpose is to facilitate the use of Avatar of Slaughter; when the Old Witch casts it on herself, she'll need to teleport back to him, and when she can't get into position, he's going to need to use it to teleport back to her. Be sure to keep him alive, because without him, the Old Witch loses a lot of her potential. *'''Kommander Sorscha Kratikoff (Sorscha 1):''' A hybrid support and assassination 'caster. pSorscha is the warcaster included in the MK2 Khador battlebox, and she's a great choice for new players due to her flexibility. She has the spell list to supplement a wide variety of army styles, and can actually run a few 'jacks semi-efficiently. She's got solid buffs and a few strong damage sources, so she's a great all-rounder, and she's surprisingly mobile due to Wind Rush. Most players use her as an assassin, though, because her feat inflicts Stationary on everything she can see, so if your opponent slips up for even one turn, she can Wind Rush into position, lock the entire army into place, and then calmly slice the enemy 'caster to ribbons. This is still applicable in MK3 with two major bonuses: 1) Her most powerful spell, Icy grip, cost now 3 focus instead of 4 and she gained shatter, meaning she gains boosted damage rolls versus stationary targets. *'''Forward Kommander Sorscha Kratifkoff (Sorscha 2):''' Sorscha, ANGRY Edition. eSorscha trades in some of pSorscha's versatility for a focus on infantry and murder. She's got several of Khador's signature infantry buffs, including Iron Flesh, on top of the absolutely ''brutal'' Cyclone, which makes her incredibly hard to lock down and very dangerous in melee. She's less capable of running 'jacks due to her increased focus hunger, but her increased personal power is well worth it. In MK3 Sorscha 2 lost Icy grip, putting her way down in Khador power scale since her toolbox is quite reduced. Some players are arguing she could be a natural counter to Cryx ghost fleet, but this is not entirely true. *'''Kommander Strakhov:''' The Rushin' Russian. This guy is all about speed, speed, speed. He's ''gotta'' go fast. He's not much of a threat in direct combat, but he has a lot of ways to make your guys more mobile, which is great for the usually-cumbersome Khador forces. He plays especially well with <s>Assault Kommandos, whom he grants Pathfinder,</s> anything but assault kommandos, but it's important to note that he's focus-hungry even by Khador standards, so more than one or two efficient 'jacks will overload him - and even in light combat, he's not going to have much left over to boost his own ARM, so he's going to be damn squishy. *'''Vladimir Tzepesci, The Dark Prince (Vlad1):''' Having a hard time figuring out who you should start with? The Dark Prince is a solid bet. He's very straightforward to play: use Signs and Portents to make your models hit harder, Boundless Charge to get your warjacks into combat, and then Blood of Kings and Wind Wall to make him nearly unkillable (throw in a War Dog for added amusement) when the match approaches end-game. *'''Vladimir Tzepesci, The Dark Champion (Vlad2):''' This is the Dark Prince, Infantry Edition. His power-up is now reactionary and contingent on being damaged, but now he can more actively support infantry with everything from his feat to his spell selection. He's still decent for warjack support and has a mean endgame, though not as mean as his previous incarnation. Otherwise, the things that were said for Vlad1 still apply here. Hand of Fate is Signs and Portents Lite - a single unit at half cost. With Blood of Kings gone, he's not ''quite'' the beatstick he used to be, but he can get free boosted melee attacks and Parry. Don't fall into the trap of letting your opponent damage him hoping to proc Might of Kings. It's not worth risking your 'caster's death. *'''Vladimier Tzepesci, Great Price of Umbrey (Vlad3):''' Dracula, Cavalry Edition. Mobile, but not quite as durable as his previous incarnations despite increased ARM; he lacks Blood of Kings or any equivalent, so he's not as tough as he appears. He is ''extremely'' mobile, though, and helps to make the entire rest of your army mobile as well. Also hits like a truck on the charge. *'''Koldun Kommander Aleksandra Zerkova (Zerkova 1):''' A Russian secret agent sexy wizard femme fatale with a sweet hat. ''Incredibly'' squishy, so you absolutely must keep her protected at all times, but she brings some incredibly powerful and flexible spells to the table. She also carries an array of artifacts which allow her to add little twists to every spell she casts, like giving it longer range or making it cost less focus. Provides a laundry list of toolbox spells ranging from pure damage to defense to area denial and more. Tricky to play, but quite powerful if used correctly. **'''Obavnik Kommander Zerkova & Reaver Guard (Zerkova 1):''' Coming Soon ([[meme|thanks Obavnik]]). *'''Orsus Koztavir, The Butcher of Khardov (Butcher1):''' The Butcher is the iconic melee monster in Warmahordes. He takes playing like you got a pair and cranks that shit up to eleven - he plays like he's got ''everyone else's'' pairs as well, and he's hacking them open with his trademark battleaxe, Lola. He has the highest MAT of any warcaster in the game, and can be expected to reliably connect on every single attack he makes - and anything he hits ''will'' die, because Lola swings on P+S 16 with Reach, Weapon Master, Magical Weapon, and Fury backing it up. He also brings Iron Flesh along for the ride, so he can still offer some decent support to infantry, which is good, because despite his monstrous damage output, he's still a giant target. While he's far more durable than your standard 'caster, he'll still die to concentrated fire, so throwing him in thoughtlessly is still not a good idea (but it is awesome). Butcher 1 main issue is the lack of a threat extender. He is potentially a good warcaster but lacking a way to speed up jacks will not make him an A caster, regardless of his wide array of good utility. *'''Kommander Orsus Zoktavir (Butcher2):''' He was the caster who was hit harder for some unfathomable reasons during the edition change. He is now basically crap. Homicidal maniac swapped into berseker, meaning a lost attack will interrupt the chain of hits, his feat was nerfed not granting anymore a free advance spending a rage token and last but not least he still retained the crappy random focus rule. Just no. *'''Kommander Zoktavir, the Butcher Unleashed (Butcher3):''' Once again, the Butcher has gone completely fucking insane. The Butcher Unleashed is so filled with [[RAEG]] that he gives [[Angron]] a run for his money. In fact, he is ''so'' filled with rage that his pathetic mortal frame cannot contain it all, and he brings a long a pair of two-headed demon dogs to act as extensions of his murder-boner - and he gets EVEN ANGRIER if they die. He has the Flashing Blade spell, which means he attacks all models in his melee range - and he's mobile as well, with an absolutely ludicrous threat range that will make any enemy 'caster shit themselves in terror (this was nerfed but is still a respectable threat range). <s>Again, he packs no support for the rest of your army. Fuck buffs.</s> Silence of death grant now +2 STR, making it a kinda respectable support spell. The Butcher will ride to victory on his massive ten-foot dick or die trying. *'''Kommander Harkevich, The Iron Wolf''': An alternative to Karchev the Terrible if, for some reason, you want to run a lot of 'jacks but don't want to play as a dude who gutted one and rides around in it. His main spell his mobility, granting +2 SPD and pathfinder and his feat granting ++3 ARM is a incredible board control tool. He also grant reposition 3" to all his jacks. Unfortunately apart movement shenanigans he doesn't bring much else into the table. Meaning you will just cast mobility, feat, and hide behind an obstruction. ====Warcaster Attachments==== *'''War Dog:''' A suspiciously pug-looking dog wearing battle armor and dedicated to savaging the ankles of any enemy units that dare come near your warcaster. The War Dog is surprisingly durable, quite threatening on the charge, and comes with the Counter Charge and Return abilities, so anybody trying to sneak up on your warcaster will get a face full of mutt that they won't get a chance to hit back against. His cost in MK3 went up to 3 points so isn't not a so convenient filler as before, since 3 points will now buy a min unit of mechanics.
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