Praetorian Karax: Difference between revisions

From Warma-wiki
Jump to navigation Jump to search
m (1 revision imported)
mNo edit summary
 
Line 1: Line 1:
{{Skornebox2|{{Praetorian}} Karax
[[Skorne]] [[Army of the Western Reaches]] [[Unit]]
|{{Skorne}} {{Unit}}
 
|Officer & Standard
[[Category:Skorne]]
|[[Command Attachment]]
[[Category:Army of the Western Reaches]]
}} [[Category: Model]]
[[Category:Prime]]
{{4P|Army of the Western Reaches}}
[[Category:Legacy]]
[[Category:Unit]]
[[Category:Praetorian]]


''The proud Karax form imposing phalanxes of interlocking shields to impale closing enemies, sweep aside all incoming blows, and protect themselves, and those behind them, from explosive blasts. Endless training in unit tactics removes all trace of individual initiative and allows Karax to advance resolutely into even of the most earth-shuddering artillery barrage as shrapnel and fire wash harmlessly over their shields.


''In battle, a force of karax under a strong officer's command becomes an unbreakable wall of steel acting in perfect tandem to strike swiftly and directly.  Skorne tyrants understand that a phalanx of karax at the fore of their cohort can mean the difference between magnificent victory and ignominious defeat.
== Model stats and abilities ==
{{Model-stats
|name = Grunt
|base = 30mm
|fa =4
|hp = 1
|spd = 6
|mat = 5
|def = 12
|arm = 15
|cost = 6
|cpm = 1.2 (5 grunts)
|abilities =
{{AbilitySingle|Combined Melee Attack}}
{{AbilitySingle|Girded}}
{{AbilitySingle|Set Defense}}
{{AbilitySingle|Shield Wall}}


=Basic Info=
{{Infobox-Model
| name    = Praetorian Karax
| image  = Praetorian_Karax.jpg
| spd    = 6
| mat    = 5
| def    = 12
| arm    = 15
| cmd    = 8
| base    = small
| size    = 6{{or}}10 +2 CA
| cost    = 7{{or}}11 +3 CA
| cost_note= 1.2 pts each (incl CA)
| fa      = U
}}
}}
==== Weapons====


===Abilities===
{{Weapon | weapon=Pike| type = M| rng =2| rof = - | aoe = - | pow =10| loc =-| abilities = }}
* '''''Everyone
{{Weapon | weapon=Shield| type = M| rng =1| rof = - | aoe = - | pow =8| loc =-| abilities = }}
** {{CMA}}
** {{Girded}}
** {{Set Defense}}
** {{Shield Wall}}
 
* '''''Officer only
** He has +1 MAT and 5 hitpoints
** {{Iron Zeal|Hide_Cat=}}
** {{Tactics|Practiced Maneuvers|Hide_ability=|Hide_Cat=}} (''{{Practiced Maneuvers|Hide_Cat=}}'')


* '''''Standard only
==Unit Rules==
** He doesn't have CMA
{{Category:Unit}}
** {{Standard Bearer|Hide_Cat=}}
** {{Take Up|Hide_Cat=}}


===Weapons===
==Changes and Updates==
* '''''Leader, Grunts, and Officer
===Initial Release===
** '''Pike''' - 2" reach, POW 5, P+S 11 melee weapon
* The Praetorian units are named after the ancient Roman "Praetoriani" the elite of the elite of Roman legionaries meant to guard the most important military leaders.
 
* '''''Standard Bearer
** {{unarmed|Hide_Cat=}}
 
===Theme Forces===
* {{Masters of War}}. They gain [[Take Down|"Optional Take Down"]] in this theme.
 
 
= Thoughts on {{PAGENAME}} =
[[File: Praetorian_Karax_CA.jpg|thumb|Command Attachment]]
=== {{PAGENAME}} in a nutshell===
Praetorian Karax are an extremely cheap and fairly durable unit. They are pretty good at surviving charges thanks to set defense. Blast damage doesn't hurt them. In shield wall most anti-infantry shooting doesn't worry them (in addition to their blast damage immunity) and most infantry attacks bounce off. For their cost they take an exceptional amount of work to put down.
 
===The Officer & Standard Bearer in a nutshell===
The officer and standard bearer trade the major virtue of being possibly the joint cheapest non-Cryxian combat unit in the game for a turn either of exceptional ARM (meaning they take even fewer casualties) or of running and spreading out at higher ARM than most anti-infantry attacks can deal with. One virtue or the other. Generally consensus seems to be that Karax are cheap enough you want extra Karax.
 
=== Combos & Synergies ===
* [[Tyrant Commander & Standard Bearer]] - move faster in shield wall. Always useful.
* [[Agonizer]] Karax may be the cheapest foundation to geta Skorne brick goin’, but they are still the foundation to a Skorne brick.
* [[Archdomina Makeda]] Carnage means they can hit people in melee effectively. And Girded and Shield Wall makes incoming fire even less useful.
* [[Supreme Archdomina Makeda]] On feat turn who cares what their MAT is
* [[Dominar Rasheth]] Cheap models to dark ritual through. And Plague Wind makes their shield wall even harder to break.
* [[Tyrant Xerxis]] The discount brick option still works really well with Xerxis.
* [[Ancestral Guardian]] or [[Extoller Soulward]] because they are a cheap source of souls.
 
=== Drawbacks & Downsides ===
* Weak melee attacks for a combat unit ok pow poor MAT. It's all in the defense.
* Smart enemies will often just walk out of melee with them.
* Def 12 is weak, and ARM 19 dies most of the time to most charging infantry. (This is the purpose of Iron Zeal; a lot of infantry won't break Arm 22).
* Compared to their Praetorian rivals they are a hard sell unless you want them as a girded anti-blast damage tech piece
** ARM 15 melts to incoming fire. You need shield wall to survive against small arms; the other Praetorians with their Def 13 survive better.
** Mat 5 is bad enough that a two person Karax CMA is little better than a single Swordsman, and a minimum unit of Swordsmen costs the same.
** Keltarii are faster, more accurate, get two attacks, get reposition, and are DEF 15 against incoming fire. All for a point more for a minimum unit.
 
=== Tricks & Tips===
* You can choose to run rather than shield wall.
* Against some enemies spreading out the Karax and putting them base to base with your other models makes blasts bounce off.
* Shield walls are best in three person arrowhead formations so they have to kill two to get at the undefended one.
* If you're expecting to take a charge you may want to simply spread out; boosted damage from almost anyone will kill Karax (assuming they don't have Iron Zeal up)
* practiced maneuvers is good, makes them surprisingly effective vs weaker targets ( very easy to get lots of cmas on a solo or two ).
 
 
 
=Other=
===Trivia===
* The Praetorian units are named after the ancient Roman "Praetoriani" the elite of the elite of Roman legionaries meant to guard the most important military leaders. Obviously Privateer Press isn't that worried about units being like their real world inspirations on the tabletop.
* Released in [[Hordes: Evolution]] (2007)
* Released in [[Hordes: Evolution]] (2007)
==Lore==


===Other Skorne models===
''The proud Karax form imposing phalanxes of interlocking shields to impale closing enemies, sweep aside all incoming blows, and protect themselves, and those behind them, from explosive blasts. Endless training in unit tactics removes all trace of individual initiative and allows Karax to advance resolutely into even of the most earth-shuddering artillery barrage as shrapnel and fire wash harmlessly over their shields.
{{:Index Skorne}}


===Rules Clarifications===
''In battle, a force of karax under a strong officer's command becomes an unbreakable wall of steel acting in perfect tandem to strike swiftly and directly.  Skorne tyrants understand that a phalanx of karax at the fore of their cohort can mean the difference between magnificent victory and ignominious defeat.
{{RC Unarmed}}
 
{{RC CMA}}
{{RC Girded}}
{{RC Set Defense}}
{{RC Shield Wall}}
 
{{RC Iron Zeal}}
{{RC Tactics}}
{{RC Practiced Maneuvers}}
 
{{RC Standard Bearer}}
{{RC Take Up}}
 
{{Edbox|To edit the CA's tagged abilities, [{{FULLURL: Praetorian Karax : Officer & Standard (CA)|action=edit}} Click here]}}

Latest revision as of 05:42, 26 December 2024

Skorne Army of the Western Reaches Unit


Model stats and abilities

Model Statistics

Base size = 30mmSPDMATDEFARM
Health = 1
FA = 4
Cost = 6651215
Cost per model = 1.2 (5 grunts)
-

Model Advantages and Abilities

Combined Melee Attack
Combined Melee Attack
This model can participate in combined melee attacks with other models in its unit.

Making Combined Melee Attacks (CMA)

Participation In order to participate, a trooper must:

  • be able to declare a melee attack against the intended target
  • have the intended target within its melee range.

Steps

  1. Choose one model in the attacking group to be the primary attacker.
  2. Make one melee attack roll for the group, using the primary attacker's MAT and any bonuses.
  3. Add +1 to the attack and damage rolls for each model in the group participating in the CMA, including the parimary attacker.
  4. Any other bonuses and penalties are applied based on the primary attacker.

Interactions with other rules Charging The CMA is only a charge attack if all the contributed attacks are charge attacks. Unit Combat Action

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with multiple melee attacks can divide them among eligible targets and participate in multiple combined melee attacks.

Dual Attack

  • Units with CMA ignore the rule that one trooper's Combat Action cannot begin until the previous model's Combat Action is resolved.
  • Troopers with Dual Attack can make melee and ranged attacks, grouping the melee attacks in any way.

  Errata-Combined Melee Attack (2024-2-11)
Question: Does a model have to be in melee range with a weapon to sacrifice it for a combined melee attack, or only in their melee range in general? The text of CMA says that you only need to be able “to declare a melee attack against the target” and “have the intended target in melee range”. And melee range is defined as the range of the longest reach weapon the model has.
Answer: To combine an attack the weapon in question must be available to be used.
Explanation: For example, a unit of Karax move into range of a Stryker, each Karax at 2" melee. If the controlling player chooses to make a 2-trooper combined melee attack, they’d have to use the spear for both those models.
Infernal Ruling: elswickchuck - PP Community forum



Girded
This model and friendly models B2B with it gain Resistance:Blast.
Resistance-Blast Resistance-Blast:
When this model suffers a blast damage roll, remove one die from the damage roll.
No errata for Resistance-Blast (Create)


No errata for Girded (Create)


Set Defense
Models suffer -2 on charge and slam power attack rolls against this model.

No errata for Set Defense (Create)


Shield Wall
While this model is Base-to-Base (B2B) with one or more models in its unit, it gains +2 ARM and cannot be knocked down.

No errata for Shield Wall (Create)


Weapons

Pike
 RNG   ROF   AOE   POW   LOCATION 
2 - - 10 -
Shield
 RNG   ROF   AOE   POW   LOCATION 
1 - - 8 -


Unit Rules

A unit is a group of models that band together. They've got special deployment rules and activation rules.

  • All models of a unit are Trooper models.
  Errata-Unit-Advance (2023-12-07)
Question: When something triggers because an "advancing enemy model that ends their movement" is within a given distance something, and the enemy model advancing is part of a unit, does the trigger only affect the moving model, or does it also affect the troopers that are placed?
Answer: Only the model moved counts for triggering when something advances into an area.
Explanation: We are aware of the situation. Currently looking at what the wording of the feats should be as well as the bigger question at hand here. For now it would be just the models that actually moved, not were placed. This is just for these right now amd not looking at other aspects of unit movement. When there is any update for wording i will post. As stated until we have a wording update this ruling is applying here. So for now just the model that was actually moved and not the ones placed will be affected.
Infernal Ruling: elswickchuck Infernal - PP Community forum



Changes and Updates

Initial Release

  • The Praetorian units are named after the ancient Roman "Praetoriani" the elite of the elite of Roman legionaries meant to guard the most important military leaders.
  • Released in Hordes: Evolution (2007)

Lore

The proud Karax form imposing phalanxes of interlocking shields to impale closing enemies, sweep aside all incoming blows, and protect themselves, and those behind them, from explosive blasts. Endless training in unit tactics removes all trace of individual initiative and allows Karax to advance resolutely into even of the most earth-shuddering artillery barrage as shrapnel and fire wash harmlessly over their shields.

In battle, a force of karax under a strong officer's command becomes an unbreakable wall of steel acting in perfect tandem to strike swiftly and directly. Skorne tyrants understand that a phalanx of karax at the fore of their cohort can mean the difference between magnificent victory and ignominious defeat.