Mohsar the Desertwalker: Difference between revisions

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m (Replaced content with "{{Category:Unlimited}} ''The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster. Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike. '' =Other= ===Trivia=== Released in Hordes: Metamorphosis (2009)")
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{{Circlebox|{{Circle}} {{Blackclad}} [[Warlock]]}} [[category: Model]]
{{Category:Unlimited}}
{{4U}}


''The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster.  Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike.  ''
''The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster.  Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike.  ''


=Basic Info=
{{Infobox-Model
| name  = Mohsar1
| image = Mohsar1.png
| base  = Small
| spd  = 5
| str  = 4
| mat  = 5
| rat  = 6
| def  = 14
| arm  = 14
| cmd  irrelevant
| fury  = 8
| hp    = 15
| wbp  = +27
}}
{{Warlock}}
===Feat: Disjunction ===
While in Mohsar's {{CTRL}} range, enemy models cannot leech fury, enemy warbeasts cannot have fury leeched from them, and enemy warjacks cannot power up. Disjunction lasts for one round.
===Abilities===
* {{Pathfinder}}
* {{Eyeless Sight}}
* {{Maltreatment}}
===Weapons ===
{|class="wikitable"
{{ranged|Dust Howler|SP 8|13|
* {{Magical Weapon}} }}
{{melee|Witherthorn|1|6|10|
* {{Magical Weapon}}
* {{Erosion}} }}
|}
===Spells===
{{Spellbox|
{{Crevasse}}
{{Curse of Shadows}}
{{Mirage}}
{{Pillar of Salt}}
{{Sands of Fate}}
{{Sunhammer}}
}}
===Theme Forces===
* {{Secret Masters}}. In this theme he gains [[Sacrificial Pawn]] [Minion Warrior].
* {{The Bones of Orboros}}. He can start the game with friendly upkeeps in play in this theme.
* {{The Devourer's Host}}
* {{The Wild Hunt}}
=Thoughts on {{PAGENAME}}=
==={{PAGENAME}} in a nutshell===
Mohsar is a control warlock who creates Pillars of Salt to get in the enemy's way, and debuffs and whittles away at the enemy. He has some amazing match ups but quite a few awful ones too, as his feat and will not work on infernal horrors or monstrosities. He also has no feat into Warjacks that don’t power up, such as those found in the Convergence of Cyris.
===Feat thoughts===
This is a control feat that is amazingly powerful against some armies and almost useless against others.  Some warmachine armies (such as [[Karchev the Terrible]] or [[General Ossrum]]) rely on power up to function properly, though many will find it a minor inconvenience.  Against hordes armies, this feat can be devastating.  Look for turns where the opponent has low fury on their caster or lots of fury on their warbeasts or even both. If the warbeasts frenzy this feat can be a timewalk where a portion of their army will do anything from punching a nearby friendly model, to charging across the table into compromising positions. Even if they do not frenzy, they will still be able to accomplish less work the following turn due to the extra fury on them.
If the enemy warcaster is caught in this feat, they cannot cut since that is considered leaching from themselves. Since they cannot leach, this also means that their warbeasts with fury on them will take a frenzy check (meaning it is better to try and catch their warlock in the feat than the individual warbeasts). A turn with no fury can cripple many warlocks, and can majorly hinder their following turn as they will often be able to do nothing, or risk assassination if they choose to spend their last remaining fury. Remember that they need to be in Mohsar's control range when they would leach or power-up; make sure Mohsar finishes in a spot that catches the appropriate models in his control range.
===Spell Thoughts===
[[Crevasse]]
Outstanding against light infantry, especially those with AD.  Learn to look for the angles, you can take out entire units with this spell. It also removes from play, making it quite good vs recursion-based armies.
[[Curse of Shadows]]
Good for bringing heavy infantry down to size or softening up hard targets.  If your opponent runs to engage your lines with fast infantry, cast this on them, and walk right through.  Handy for cavalry charges, too.
[[Mirage]]
A threat range-extender that is great on everything from infantry to the Celestial Fulcrum. Since it is a place, it allows you to un-engage yourself or once engaged, back up a little so you can charge again or appear behind for the backstrike bonus.  [[Wolves of Orboros]] and both varieties of female Tharn appreciate having this spell.
[[Pillar of Salt]]
Historically the rules for Pillars of Salt broke the game (broken as in "doesn't work" not broken as in "overpowered") and were a subject of many FAQ and errata. The Devs attempted to fix it several times, but often just ''changed'' the way it was broken.
* As of 2020.10 the Rules-As-Written mostly matches the Rules-As-Intended. There's just a couple of minor things, which you'll find in the [[#Rules Clarifications]] section below.
[[Sands of Fate]]
The most versatile spell on his list. Useful to get the drop on the opponent to get Curse of Shadows out, a big spray with his gun (don't forget that you can still aim before you Sands of Fate), setup juicy crevasse, or get Mohsar out of sticky situations. The world is your oyster with this spell. Just remember to not neuter your own army using this too much.
[[Sunhammer]]
This isn't going to cause a ton of immediate damage, but jacks and beasts who have been banged up already can accidentally cripple their own systems (especially nasty if your opponent just tried to repair that system). Consider that an opponent running 8 jacks will take 16 dmg at minimum a turn cumulatively if they all advance into Mohsar's control range. Over a game, this can easily add up to one or two heavies worth of boxes. Remember, even if they back away, they still take the damage.  This can be especially brutal against armies that run a lot of lights, like Kara Sloan or Una 2, since a couple of 3's can start knocking arms off. Skorne and Legion also have issues running various lesser beasts with this spell up.
===Drawbacks & Downsides===
* Mohsar is extremely squishy - old man stats and no defensive tech.
* Because of the above he is reliant on Sands of Fate to get him to where he wants to be and back to a safe place. If your opponent can focus fire down your infantry, this will hamper his strategy.
* Pillars of Salt don't stand up well against any sort of attack, despite being ARM 20. For instance, most charging infantry will swat it, and that's not a good rate of return on your Fury.
* He has a lot of moving parts and as such can be rough on your clock.
* You have no feat into Infernal horrors or Cephalyx monstrosities.
* He is an average control caster in a Faction of great control casters. He won't control your opponent's army as well as Krueger or Wurmwood, and won't buff your army as well as Una or Bradigus.
===Tricks & Tips===
* Don't be fooled by Erosion; his P+S is too low to do real amounts of damage to warjacks, even if he is effectively a weapon master against them.
** It can come in useful vs Battle Engines, light warjacks, most [[Convergence]] infantry, and a few [[Skorne]] infantry.
=List Building Advice =
===Strategy===
Mohsar is a control caster that attritions well and pressures assassination.  He is going to use his feat to shut down the enemy battlegroup, Mirage and Curse of Shadows to increase his army's threat ranges and damage output, and Sands of Fate to terrorize the battlefield.
Sunhammer also chips damage onto the enemy battlegroup, making them easier to get rid of. Over the course of the game against warjack/warbeast heavy armies, this can actually accumulate to quite a lot of damage.  Mohsar also has a nasty assassination run by running an infantry model near the enemy warcaster, Sands of Fate'ing to be within 2", casting Doppler Bark to drop their Defense to 5 (assuming you have a Wild Argus), and then killing them with his army (if not by himself).  It can be hard to defend against coming from any angle.
He prefers lots of infantry to use as Sands of Fate targets (you cannot use it on non-living troopers which means Mannikins and Shifting Stones are not a legal target). Curse of Shadows and Mirage are also more effective the more models you have to be affected by them, which again lends to more infantry or mixed arms type army compositions.
===Theme Thoughts===
Mohsar has a good home in Devourer's Host, Wild Hunt, or themeless lists.
{{Header|[[The Devourer's Host]]}}
* [[Tharn Bloodweavers]] are a good Sands of Fate target since they are fast, cheap, and can get access to ambush.
* [[Tharn Bloodtrackers]] more bodies for sands of fate. Also combined with curse of shadows they hit their prey at effective P+S 13. And they love apparition.
* [[Death Wolves]] advance deploy, so combined with ambushers they extend Moshar's assassination threat from multiple angles. They also love Apparition
{{Header|[[The Wild Hunt]]}}
* [[Wolves of Orboros]] are also good Sands of Fate targets since they are fast, cheap, and can get access to ambush.
* [[Death Wolves]] - see above
* [[Wolf with No Name]] loves Sunhammer because it easily sets up his Finisher. He also sets up easy Sic 'Ems for [[War Wolf]]s. Additionally, Curse of Shadows, Prey and Finisher make his shooting, as well as his charges, really, really dangerous.
* [[Shivers]] shield guard and another Wild Argus Animus.
{{Header|[[The Bones of Orboros]]}}
The main benefit of this theme is the extra healing for his Wardens, [[Megalith]], two Stoneshapers as one requisition option and two Shiftingstones as one requisition option. Also, models will start the game affected by Apparition, his only friendly upkeep. On the flip side, there are no good Sands of Fate targets and you lose your Common Argus. If that sounds underwhelming to you, that's because it is.
{{Header|Support models - Various themes}}
* [[Gallows Grove]] - Not required, but will help you not kill as many models with Sands of Fate, also saving you fury.
* [[Chuck Dogwood]] -  Puppet Master is vital for an assassination caster, he is also a Veteran Leader to any Wolds Mohsar brings. Craft Talisman is also great to land clutch Curses or Crevasses.
* [[Blackclad Stoneshaper]]s support his Woldwardens, which he really, really likes.
* [[Well of Orboros]] some nice support for Wardens, a good gun, redistribution of Corpses to Death Wolves and the Lord of the Feast, and an extra non-character solo via Opening the Gate. What's not to love? Oh, and it extends Mohsar's control range to a huge 18" helping you to stay far back while still using your feat and Sunhammer effectively.
{{Header|[[Minions]]}}
* [[Farrow Valkyries]] - he has old man stats and appreciates a bodyguard.
* [[Hermit of Hengehold]] - The usual package, but Telemetry is especially notable for a spellslinger.
===Battlegroup ===
* [[Wild Argus]] for the animus. This has three different purposes. First is assassination pressure, as most casters that get paralyzed are going to be dead casters. Second is Mat/Rat fixing, as your opponent's army cannot rely on high defenses to protect them. Last purposes is to control your opponent's army, as Doppler Bark prevents running or charging.
* [[Argus Moonhound]] can Mark Targets for his gun.
* [[Gorax Rager]] will Respond well to the Pain of being Maltreated.
* [[Woldwarden]] is his main bread an butter warbeast, as it is able to sling Crevasse's for him, while also being eligible for support from Chuck and a Stoneshaper. As an effective MAT 7, POW 18 heavy it will do serious work in melee.
* [[Loki]] is a great allround beast and brings shield guard to save Mohsar from ranged threats.


=Other=
=Other=
===Trivia===
===Trivia===
Released in [[Hordes: Metamorphosis]] (2009)
Released in [[Hordes: Metamorphosis]] (2009)
===Other Circle models===
{{Index Circle}}
===Video Battle Reports===
* [https://youtu.be/pm6mRJ6giDg Advanced Maneuvers, 2018.03] 75 points vs [[Maelok]].
* {{VBR}}
===Rules Clarifications===
{{RCbox2|Name=Feat - Disjunction
|list=* Warjacks can still have focus allocated to them by their warcasters, and/or gain focus via other special rules such as [[Empower]] or [[Accumulator]]
}}
{{RC Magical Weapon}}
{{RC Erosion}}
{{RC Warlock}}
{{RC Pathfinder}}
{{RC Eyeless Sight}}
{{RC Maltreatment}}
{{RC Crevasse}}
{{RC Curse of Shadows}}
{{RC Mirage}}
{{RC Pillar of Salt}}
{{RC Sands of Fate}}
{{RC Sunhammer}}

Latest revision as of 13:20, 10 August 2024

This model is playable only in an Unlimited format.


The "Old Man" of Oroboros, Mohsar is the eldest of the omnipotents and a harsh taskmaster. Though blind and physically frail only the foolish would think him weak, for he wields immense magical power and is ruthless to allies and enemies alike.


Other

Trivia

Released in Hordes: Metamorphosis (2009)