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{{Khadbox|{{Khador}} [[Warcaster]]}} [[Category: Model]]
[[Khador]] [[5th Division]] [[Warcaster]]
{{4P|'''5th Division'''}}


''Kommander Andrei Malakov has developed into a ruthless but eminently capable Khadoran officer. Driven by bold self-confidence and implementing unconventional tactics, he has no qualms about ordering artillery strikes close to his own lines or pushing feints to their limits despite casualties. As a protégé of Supreme Kommandant Irusk, the young warcaster strives not only to emulate his mentor but also to surpass him, developing his own more aggressive doctrine.''
[[Category:Khador]]
[[Category:5th Division]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = [[Malakov|Malakov2]]
| name  = Malakov 2
| image = Malakov2.jpg
| base  = 30 mm
| base  = Small
| hp    = 17
| spd  = 6
| spd  = 6
| str   = 6
| aat   = 6
| mat  = 7
| mat  = 7
| rat  = 6
| rat  = 6
| def  = 16
| def  = 16
| arm  = 14
| arm  = 15
| cmd   irrelevant
| arc   = 6
| focus = 6
| ctrl  = 12
| hp    = 15
|fa=C
| wjp  = +28
|abilities=    
{{AbilitySingle|Dual Attack}}
{{AbilityOptions|Battle Plan|Fighting Dirty|Money Shot|Sneak}}
{{AbilitySingle|Sucker!}}
}}
}}


{{Warcaster}}
== Weapons ==
 
{{Weapon|weapon=Hand Cannon|type=R|rng=12|rof=1|aoe=-|pow=12|loc=-|abilities={{AbilitySingle|Pistol}} }}
===Feat: Poison Pill===
{{Weapon|weapon=Evangeline|type=M|rng=1|rof=-|aoe=-|pow=12|loc=-|abilities={{AbilitySingle|Damage Type-Magical}} }}
# When a friendly, non-battle engine Faction model suffers damage from an enemy attack while in Malakov’s {{CTRL}} range at any time except while it is advancing, after the attack is resolved the damaged model can immediately make a full advance.
# Additionally, while in Malakov’s {{CTRL}} range, friendly Faction models gain [[Parry]] and cannot become [[knocked down]].
: Poison Pill lasts for one round.[[Category: Parry Feat]] [[Category: Anti-Knockdown Feat]]
 
===Abilities===
* {{Battle Plan}}
** {{Fighting Dirty}}
** {{Sneak}}
** {{Throat Cutter}}
* {{Sucker!}}
 
===Weapons===
{| class="wikitable"
{{Ranged|Hand Cannon|12|12| }}
{{Melee|Evangeline|0.5|6|12|
* {{Magical Damage}} }}
|}


===Spells===
===Spells===
{{Spellbox|
{{Spellbox|Avenging Force}}
{{Discombobulate}}
{{Spellbox|Dash}}
{{Escort}}
{{Spellbox|Deflection}}
{{Open Fire}}
{{Spellbox|Open Fire}}
{{Tactical Supremacy}}
{{Spellbox|Razor Wind}}
{{Veil of Mists}}
}}


===Theme Forces ===
== Warcaster  Rules ==
* '''''Khador
{{Category:Warcaster}}
** {{Armored Korps}}
===Feat: Poison Pill===
** {{si|Flame in the Darkness}}
# While in Malakov's control range, friendly Faction models gain Shield Guard.
** {{Jaws of the Wolf}}
# Additionally, once per turn when a friendly Faction model is directly hit by an enemy attack while in Malakov's control range, immediately after the attack has been resolved the model can make a full advance followed by a basic or ranged attack.  
** {{Legion of Steel}}
{{AbilitySubordinate|Shield Guard}}
** {{si|Warriors of the Old Faith}}
** {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].
** {{Wolves of Winter}}
 
* '''''Other Factions
** '''[[Infernal]]''' players can use this warcaster in the {{Hearts of Darkness|notbold=}} theme.
 
 
=Thoughts on Malakov2=
===Malakov2 in a Nutshell===
Malakov's second incarnation has turned him into an unorthodox combined arms midfield support warcaster with a whole host of devious and cruel tricks. He defies every Khadoran stereotype as he attempts to live up to the legacy of his mentor Gurvaldt [[Irusk]], but in his own entirely unique way. Embodying a callous philosophy of victory at all costs, Malakov deems even his own troops utterly expendable as means to his ends...which is ironic, because his feat is surprisingly good at keeping models alive through tricky movement.


His toolkit reads like a mixture of several other Khador 'casters:
=Recent Changes=
* You can find traces of battlegroup mobility spells like those of [[Harkevich]], [[Irusk2|Supreme Kommandant Irusk]] or [[Butcher3|Orsus & his Argi]].
=== Mk3 To Mk4 ===
* Special orders that buff infantry like with [[Strakhov2|Assault Kommander Strakhov]] or [[Irusk1|Kommandant Irusk]].
* Lost Spells:Discombobulate, Escort, Tactical Supremacy, Viel of Mists
* Out-of-activation tricks like those of [[Harkevich]] or [[Strakhov1|Kommander Strakhov]].
* Gained Spells: Avenging Force, Dash, Deflection, Razor Wind
* Movement shenanigans akin to [[Zerkova1|Koldun Kommander Zerkova]] or [[Old Witch1|The Old Witch]] and [[Old Witch2|Fate Keeper]].
* Lost Throat Cutter and gained Money Shot.  
* Gained 2 HP. Gained 1 ARM.  
* Hand Cannon picked up Pistol.  
* Poison Pill (feat) total rewrite. Used to grant parry and prevent knock down in addition to moving after hit. Now grants [[Shield Guard]] and allows a model to move and attack when hit.  


This toolbox approach makes Malakov an extremely flexible and unpredictable warcaster which he emphasizes at the cost of traditional Khadoran speed, power and armor buffs, making him more difficult to get comfortable with and demanding you build lists tailored for him.
== Trivia ==
 
* Released 2016.10
Malakov's tactics require he stay up close to the action so he can issue his wholly unique set of [[Battle Plan]]s. He's ridiculously vulnerable for a Khadoran warcaster and doesn't often have spare focus, so he needs to rely on good positioning and his [[Sucker!]] ability to stay alive. He's a very poor combatant (although you should never forget to fire that Hand Cannon) and instead relies on his warjacks and warriors to do all the heavy lifting. Instead of buffing his army directly though, Malakov manipulates the battlefield to set up indirect advantages for him and his troops. His [[Fighting Dirty]] Battle Plan sets a key model up for assassination, [[Sneak]] is designed to deliver vulnerable units up the field safely and [[Throat Cutter]] is his signature tool for destroying key targets. Using his Poison Pill feat it becomes possible to move models damaged by an attack to safety, ideally into the back arcs of their attackers, setting up devastating [[Backstab]] retaliation attacks on the following turn. [[Escort]] and [[Tactical Supremacy]] set your models up in ideal positions for your tricks, [[Open Fire]] is a weapon of opportunity for the right situation, and the ever amazing [[Veil of Mists]] helps you protect and maneuver your models in a myriad of ways. [[Discombobulate]] is the most deadly and versatile tool in his arsenal, combining with [[Throat Cutter]] to deal an incredible amount of damage when used with the right unit. The downside to all this is you can't do it all at once. So find your opportunity and exploit it to take your opponent apart on your terms.
 
===Feat thoughts===
Poison Pill applies to all non-Battle Engine Faction models in his control range, which includes his battlegroup. You may feel tempted to run more than two warjacks with Malakov to exploit that fact, but he usually doesn't have the focus available to actually run them. Instead, fill out his WJP and focus the feat on your warriors.
 
The trouble with warriors is, of course, that most of them only have 1 hitbox and don't survive long enough to actually benefit from Poison Pill's effects, which only trigger on a model being damaged. Man-o-War and Faction models with multiple points of Health in general make for natural fits with the feat, and should be among your first considerations for a Malakov force. That being said, Faction models that pass their [[Tough]] roll also benefit from the feat (the wording for Tough makes clear that the model is disabled first, and then recovers its Health, meaning it was still damaged initially), don't become knocked down and can perform their movement tricks as usual.
 
The feat is most obviously used to keep your models safe from multiple attacks, by moving them either out of melee range or into a ranged attacker's face. Against a melee opponent, you can either back up or press further forward, circling behind enemy models into their back arcs. Your opponent may try to "box you in" by surrounding the model they want to eliminate before attacking it, so that your model has nowhere to go, but you can counter this with [[Veil of Mists]], which lets you move through models. If the opponent decides to wait out your feat their models have just become useless for an entire round and your models can simply go on the offensive anyway, benefiting from Veil of Mists if they need to go anywhere specifically. Be careful when using this bonus movement to leave Mal's (relatively small) control range, since you won't have any more opportunities to use the feat if you do.
 
While warriors should be the main focus for Poison Pill, that doesn't mean it's not an amazing feat for your warjacks (and those controlled by [[Battlegroup Controller]]s or [['Jack Marshal]]s), because it is. Unless you really mess up placement or the opponent invests a lot in boxing you in, it allows your 'jacks to survive all but the heaviest punishment the enemy might throw at them. You can walk out of the melee range of a brawler beast, or run behind its back without a free strike. It is extremely useful against jacks and beasts that have [[Knockdown]] on their attacks, such as the [[Inverter]]. Since the advance can be triggered every time an enemy damages you, enemy gunlines will also face a tough choice - can they bring down a jack, before it reaches its lines for a proper next turn brawl? Also be on the lookout for opportunities to use the feat for offense on your own turn, for example by trampling into the thick of enemy infantry formations without fearing free strikes. The feat lasts for a whole round, and just giving your whole army Parry is pretty powerful all on its own.
 
The feat includes Malakov himself as well, so "pop & drop" tricks (save for the ones which cause stationary) won't work on him - provided he survived the initial hit from an unlikely assassination run.
 
===Spell thoughts===
* '''Discombobulate''' - An extremely handy spell, not only does it serve as a to-hit buff, it also synergizes with his Thoat Cutter Battle Plan, it also shuts down Shields, Free Strikes, Defensive Line, Counter Charge, Admonition and many other abilities.
* '''Escort''': The ARM boost can be nice but its main utility is in the movement bonus. Khador heavies with their notoriously low DEF can invite all kind of nasty surprises within 3-4" of their actual target, like [[Electro Leap]]s, [[Spine Burst]]s, [[Ashes to Ashes]] etc. It is often better to evade it completely with ARM 14 rather facing a possible dice spike with ARM 16.
* '''Open Fire''': Open Fire faces some difficulties in Khador, as the poor RAT of Khador jacks means you usually have to rely on boosts to attack rolls to hit anything.
Out of activation shots can't be boosted, so unless you are shooting something knocked down or stationary, or unless you want to make a melee attack it can be difficult to get value out of. It is thus recommended to use it on a jack with powerful AOE shots, who thus don't rely on hitting their targets directly, such as the [[Behemoth]], [[Destroyer]], [[Demolisher]] or [[Victor]]. A [[Decimator]] who knocked down its target during its activation with a Batter shot is also a valid target, as its gun is excellent. Alternatively using the spell in melee to disengage a heavy before it activates is also a valid tactic, this works especially well on the low ranged Demolisher. The best trick this spell offer is the fact that your jacks can run turn one to get into position, and then fire off an AOE pie plate with Open Fire. Long range guns such as the Viktors should make the enemy particularly nervous.
* '''Tactical Supremacy''': Typically best used on ranged units or slow models like Man-o-War it's an excellent mobility booster. It’s also not bad on Malkov himself as he can walk up cast a battle plan and Discombobulate before ducking back to relative safety, you will need to drop Escort to make this work though, so it works best once the lines have met and Escort is no longer needed for its speed buff.
* '''Veil of Mists''': A godsend spell in Steamroller scenarios where LOS-blocking terrain pieces dominate the centre of the board. It enables [[Prowl]], lets your models move to inopportune spots and helps traverse terrain. It's excellent. ''Disclaimer'': Check the diagrams in the spell description to see its limitations.
 
===Drawbacks & Downsides===
* Unusual for a Khador warcaster, Malakov has relatively low DEF and ARM, and no defensive abilities in melee.
* With Battle Plans he must play closer to the front lines than with upkeep spells, and without Sucker! targets, he's vulnerable to assassinations.
* Not much personal combat output to talk about.
* He is typically strapped for focus and vulnerable to upkeep hate.
 
===Tricks & Tips===
* Being knocked down causes models to lose Tough so feel free to have your troops Fight Dirty against them.
* While Sucker! guards against ranged attacks, it doesn't protect against melee. Having your War Dog or another model with [[Countercharge]] like a [[Man-o-War Drakhun]] nearby can be an ideal deterrent.
* Sucker is not optional.
 
=List Building Advice =
===Strategy===
Malakov's abilities, feat and spells are best applied to a somewhat esoteric combined arms force and a warjack with a strong ranged attack in his battlegroup. Ironically, given his Sucker! ability, he works best with models that don't need a lot of help hitting and hurting their targets, which in Khador's case means more elite combatants like [[Doom Reaver]]s and [[Man-o-War]] so he can focus his attention on his asymmetrical warfare strategies. The timing of his activations can be tricky to get your head around because he typically wants to issue Battle Plans or Open Fire commands early enough to use them, but not so soon that he jams himself up with your own models. His three upkeep spells--of which one you'll be recasting multiple times--tend to keep him strapped for focus every turn and unable to significantly allocate focus to his 'jacks. This is why he prefers a small amount of 'jacks with powerful attacks that can reliably benefit from Escort, Open Fire and his feat.
 
While Malakov can do a bunch of different things to achieve victory, his main win condition is his Throat Cutter Battle Plan applied to a Faction warrior unit. He needs to get himself and his army up close and personal to exploit Poison Pill and Veil of Mists to engage the enemy and beat them down with powerful melee combatants. His suite of board control tools let him control the board and punish the opponent for attacking so your goal should be to push the aggression and dare the opponent into coming close enough where you can spring your trap and pounce with a Battle Plan. Failing this, Malakov will struggle to beat your opponent unless you can regain the attrition edge and win by goading them into making mistakes. And mistakes are easy to make against Malakov. His worst match-up is probably against hyper-mobile forces that can dart in and out of range so they can wear his forces down, initially ceding the scenario edge for a late game victory.
 
Malakov prefers a capable combined arms force that can do a bit of everything but contains at least one unit that can mix it up in melee, perhaps additional warjacks controlled by others than himself and probably no Battle Engines because he has literally nothing to support them with.
 
===Theme Thoughts===
{{Header|[[Armored Corps]]}}
 
Malakov is perfectly placed in the Armored Corps. All his tools work great with Man-o-War and he's a very big fan of Behemoth.
* [[Man-o-War Shocktroopers]]:  The Perfect target for Tactical Supremacy, as it lets them order Shield Wall, make a full advance, then repo 3" into B2B contact. This gets them 12" up the board with Desperate Pace
* [[Man-o-War Kovnik]]: He usheres Desperate Pace to your MoW units, giving them a much needed thread extension.
* [[Man-o-War Demolition Corps]] - Under Dragos's mini feat (Bond of Brotherhood) they can spread around damage to ensure a model survives to trigger Poison Pill. Note that when you spread damage, Poison Pill only triggers on the original target. The other models have been damaged by the Bond, not by an enemy attack. On your following turn they get to make Vengeance moves and attacks and should be positioned for some throat cutting. Backstab is also insane with them, because the three hit dice make the odds of critting waaaay better so they're rolling five(!) damage dice between charging, backstabbing and [[Shatter]]ing their target.
* [[Man-o-War Bombardiers]] - Ranged POW 14 Backstabs. Honestly this should be enough to be convincing, but if that isn't enough they also have conditional Pathfinder, so Veil can be used elsewhere. As a ranged unit the also love TacSup of course.
* [[Antanas & Standard]] - Tactician lets you spare focus on Veil of Mist and his battle plans can enhance the Demo Corps combo with either Retaliatory Strike or Tough.
* [[Behemoth]] - There is hardly a better Open Fire target in the faction other than the Viktor, and Big B is no slouch in melee either, meaning he doesn't mind Malakovs lack of battle group damage fixers.
 
{{Header|[[Wolves of Winter]]}}
 
Battle Plans are non-spell buffs, which is perfect for [[Doom Reaver Swordsmen]] in the list. A knockdown is nice enough but Sneak with Veil of Mists can be downright scary on a unit of sword-wielding maniacs. They even have Tough to work with his feat! Beyond Veil of Mists several [[Greylord]]s can make any of your infantry Stealthy with some [[Blizzard]]s.
* [[Doom Reaver Swordsmen]]  Doom Reavers have native Tough, so the feat works well on them, and love Prowling on the advance. Veil of Mists lets them get into uncomfortable places for the enemy.
* [[Butcher4]] - With Tough and Bloodbath he is the single best target for Malakov's feat.
* [[Fenris]] - Another good feat target. He also buffs other doom reavers.
* [[Valachev]] - Croe's with Zephyr reach ridiculous levels mobility!
** [[Alexia & The Risen]] with Valachev count as khador models and are as such eligible targets for his battleplans. Alexia can spawn Risen in the backarc of things, which can then Cut Throats so they might actually deal some damage for once.
 
{{Header|[[Jaws of the Wolf]]}}
 
Not really the sort of combined arms force that Malakov prefers, but at smaller encounters the infantry available are perhaps the only ones you'll need.
* [[Kossite Woodsmen]] care a nice flanking force with innate Backstab and it combos well with Ambush. Malakov also doesn’t need to give them prowl to make the veil of mists combo work.
* [[Behemoth]]: Is in this theme, too.
* [[Sorscha0]]: Sorscha's [[Fog of War]] enables Prowl and her warjack(s) benefit from his feat. Escort and Boundless Charge make for a very threatening combo in terms of speed.
* [[Kayazy Assassins]] - They can Shadow Dance and Parry to get into back arcs and have innate Backstab due to their mini feat, so they love Fighting Dirty Discombobulate and Veil of Mists. Their main issue is speed though and Malakov does not help with that.
* You can take two units of [[Kayazy Eliminators]] in this theme as Requisition choices (see below).
 
{{Header|[[Winter Guard Kommand]]}}
 
Perhaps the most obvious Sucker! targets, plus the infantry can become real beasts with the Battle Plans of his and Kovnik Joe's (although a unit can only be affected by one plan at a time).
* [[Sorscha0]], mentioned above, can also be taken in this theme.
 
 
{{Header|[[Hearts of Darkness]]}}
 
Refer to [[Theme - Hearts of Darkness#Malakov2]].
 
{{Header|Support models & Mercenaries - Various themes}}
 
* [[Greylord Adjunct]]: A free Escort makes Malakov more focus effiecient. Extra control area is always nice. Guidance is a very valuable spell for ranged models especially.
* [[Battle Mechaniks]]: Probably the cheapest Suckers around, Mechaniks are nice and expendable. The officer also provides a crucial safe zone from blasts.
* [[Croe's Cutthroats]] - They are his best friends. because they have Backstab naively. The can gun down pretty much anything with Prey and Discombobulate, or mix it up in melee, and Stealth, Pathfinder and Repo 5" means they can be very safe doing so.
* [[Madelyn Corbeau]]: She and Malakov make quite the pair. [[Intrigue]] provides some Stealth hate, [[Parlay]] protects herself and Malakov against warriors and once in a blue moon [[Seduction]] turns them against their owner. She even has Sucker! like Andrei. The War Dog is great, but Madelyn might be even better with him.
* [[Kayazy Eliminators]] - A great choice in any theme, but only in Jaws you will not lose out on Croe's if you take them. With Backstab they come terrifying murder machines. Or use Fighting Dirty to set up a clean kill.
* [[Ogrun Bokur]]: The Bokur likes [[Client]]s that stay close to the action and having a Shield Guard nearby is great insurance against shooty armies.
* [[Orin Midwinter]]: Ideal to clear jamming, light models, as well as providing protection from spells.
* [[Saxon Orrik]]: Can give his army crucial [[Pathfinder]] when Veil of Mists isn't enough.
* [[Eilish Garrity]] - Puppet Master is very helpful when trying to Discombobulate targets.
 
===Battlegroup===
* [[Conquest]]/[[Victor]]: Malakov adores having a [[Colossal]] as his battlegroup, presenting perfect feat, Escort and Open Fire targets on a Huge screening base with native Pathfinder.
* [[Spriggan]] has flare, one of the few ranges attacks worth using with [[Open Fire]] in Khador.
* [[Kodiak]] vent steam adds to the could wall and pathfinder is always nice.
* [[Rager]] - As a Shield Guard, it should hang out close to Andrei anyway, so it's the perfect Escort bodyguard.
* [[Mad Dog]] with fleet and escort he can go far.
* [[Decimator]] - Tactical Supremacy and Escort alleviate RNG 10" on the gun, which is otherwise quite good. Knock down sets up easy to hit Open Fire targets.
 
===Starting a 25 point Brawl list===
In 2020.11 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/11/19/brawlmachine-list-building-infernals read here].
 
'''[[Theme - Hearts of Darkness]] ([[Infernals]])
 
: '''[[Kommander Andrei Malakov|Malakov2]]''': [+28 WJP]
:* [[Greylord Adjunct]]: [3 pts]
:* [[Grolar]]: [16 pts]
:* [[Kodiak]]: [12 pts]
 
: [[Umbral Guardian]]: [Free] {{grey|(6 pts)}}
: [[Yuri the Axe|Yuri1]]: [4 pts]
: [[Koldun Lord]]: [3 pts]
 
: [[Howlers]] (Min unit): [8 pts]
: [[Kossite Woodsmen]] (Min unit): [7 pts]
 
 
 
{{Brawl}}
 
=Other=
===Trivia===
* Released 2016.10 ... ish.
* Andrei's last name might be a reference to the "Battle of Malakoff", fought during the Crimean war between French-British and Russian (under Tsar Nicholas I) forces, which the Russians ended up losing.
* Andrei's last name might be a reference to the "Battle of Malakoff", fought during the Crimean war between French-British and Russian (under Tsar Nicholas I) forces, which the Russians ended up losing.
* There is also a famous Russian TV personality named "Andrey Malakhov."
* There is also a famous Russian TV personality named "Andrey Malakhov."


===Video Battle Reports ===
== Lore ==
* Infernal:
''Kommander Andrei Malakov has developed into a ruthless but eminently capable Khadoran officer. Driven by bold self-confidence and implementing unconventional tactics, he has no qualms about ordering artillery strikes close to his own lines or pushing feints to their limits despite casualties. As a protégé of Supreme Kommandant Irusk, the young warcaster strives not only to emulate his mentor but also to surpass him, developing his own more aggressive doctrine.''
** [https://www.youtube.com/watch?v=IASrDrHBZrI 2019.11 Feat Fetish], vs [[Mortenebra1]]
 
* Khador:
** [https://youtu.be/92ouaN4VTms 2019.03 Guerilla Miniature Games], vs [[Magnus2]]
** [https://youtu.be/mFY3yRRfcFM 2019.03 Arcane Assist], vs [[Zaal2]]
** [https://youtu.be/RfjfYlEkZrU 2019.02 Arcane Assist], vs [[Kallus1]]
 
* {{VBR}}
 
===Other Khador Models===
{{Index Khador}}
 
===Rules Clarifications===
{{RCbox2
|Name=Feat: Poison Pill
|Content=
* When you combine the feat with the Demolition Corps [[Bond of Brotherhood]] mini-feat, only the model originally damaged by the attack will get to trigger Poison Pill. ('''[https://privateerpressforums.com/showthread.php?278834-Bond-of-Brotherhood-and-Poison-Pill&p=3877522&viewfull=1#post3877522 Infernal Ruling]''')
}}
 
{{RC Magical Damage}}
{{RC Warcaster}}
{{RC Battle Plan}}
{{RC Fighting Dirty}}
{{RC Sneak}}
{{RC Throat Cutter}}
{{RC Sucker!}}
{{RC Parry}}
 
{{RC Discombobulate}}
{{RC Escort}}
{{RC Open Fire}}
{{RC Tactical Supremacy}}
{{RC Veil Of Mists}}

Latest revision as of 21:06, 3 March 2024

Khador 5th Division Warcaster

Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = Free66761615612
-
-

Model Advantages and Abilities

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Battle Plan

This model can use one of the following plans at any time during its activation:


Fighting Dirty - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, its melee weapons gain Grievous Wounds. Dirty Fighting lasts one turn.

A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
No errata for Grievous Wounds (Create)


Money Shot - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 RAT and +2 to its ranged damage rolls for one turn.
Sneak - RNG 5: Target friendly Faction model/unit. If the model/unit is in range, it gains Prowl for one round. Sneak lasts for one round.
While this model has concealment, it gains Stealth.
  Errata-Prowl (2024-2-17)
Question: Does Prowl prevent a model from losing stealth while it has concealment?


Example 1:
A Warpwolf Stalker with Prowl has concealment and is shot by a weapon with Flare. Thus the model gets -2DEF and loses Stealth. However, as soon as the model loses stealth, it gains it back by having Prowl and being in Concealment.
Example 2:

A Soul Stalker is targetted by Spyglass and thus loses Stealth for a round. However, when it was shot by an AoE also hitting a cultist, the cultis dies and Agathon now casts Occultation on the soul snake, does it gain Stealth again despite having lost it?
Answer: For now stealth will not be reapplied in the above example.
Explanation: So we will be using the ruling from MKIII until we have time to go through the different abilities. For now we are looking into the issue brought up by this thread for now. Mainly due to the volume of rules we need to address this first prior to moving on the the other issues, similar to this. Also it is due to the fact we have a previous edition ruling that we are applying to this scenario.
Infernal Ruling: elswickchuck Infernal - PP Community forum
No errata for Battle Plan (Create)
No errata for Fighting Dirty (Create)
No errata for Money Shot (Create)
No errata for Sneak (Create)




Sucker!
If this model is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3 inches of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.

No errata for Sucker! (Create)



Weapons

Hand Cannon
 RNG   ROF   AOE   POW   LOCATION 
12 1 - 12 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Evangeline
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Spells

Avenging Force Cost RNG AOE POW DUR OFF
2 Self Ctrl - Upkeep No
If one or more friendly Faction warrior models were damaged by enemy attacks while in the spellcaster's control range during your opponent's last turn, during your Maintenance Phase one model in the spellcaster's battlegroup in its control range can advance 3 inches and make one basic attack.
No errata for Avenging Force (Create)
Dash Cost RNG AOE POW DUR OFF
2 Self Ctrl - Turn No
Spellcaster and friendly Faction warrior models activiating in its control range gain +1 SPD.
No errata for Dash (Create)
Deflection Cost RNG AOE POW DUR OFF
3 Self Ctrl - Rnd No
While in spellcaster's control range, friendly Faction models gain +2 DEF against ranged and magic attacks.
No errata for Deflection (Create)
Open Fire Cost RNG AOE POW DUR OFF
1 Ctrl - - - No
Target Cohort model in this model's battlegroup that is in its control range can immediately make one basic ranged attack. A model can be targeted by Open Fire only once per turn.
No errata for Open Fire (Create)
Razor Wind Cost RNG AOE POW DUR OFF
2 SP 10 - 12 - Yes
On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
No errata for Razor Wind (Create)


Warcaster Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Feat: Poison Pill

  1. While in Malakov's control range, friendly Faction models gain Shield Guard.
  2. Additionally, once per turn when a friendly Faction model is directly hit by an enemy attack while in Malakov's control range, immediately after the attack has been resolved the model can make a full advance followed by a basic or ranged attack.
When a friendly model is directly hit by a non-spray ranged attack while within 3 inches of a model with Shield Guard, you can choose to have the model with Shield Guard be directly hit instead.
  1. That model is automatically hit and suffers all damage and effects.
  2. A model can use Shield Guard only once per round.
  3. A model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
  4. Shield Guard can only be used once per attack.

    No errata for Shield Guard (Create)



Recent Changes

Mk3 To Mk4

  • Lost Spells:Discombobulate, Escort, Tactical Supremacy, Viel of Mists
  • Gained Spells: Avenging Force, Dash, Deflection, Razor Wind
  • Lost Throat Cutter and gained Money Shot.
  • Gained 2 HP. Gained 1 ARM.
  • Hand Cannon picked up Pistol.
  • Poison Pill (feat) total rewrite. Used to grant parry and prevent knock down in addition to moving after hit. Now grants Shield Guard and allows a model to move and attack when hit.

Trivia

  • Released 2016.10
  • Andrei's last name might be a reference to the "Battle of Malakoff", fought during the Crimean war between French-British and Russian (under Tsar Nicholas I) forces, which the Russians ended up losing.
  • There is also a famous Russian TV personality named "Andrey Malakhov."

Lore

Kommander Andrei Malakov has developed into a ruthless but eminently capable Khadoran officer. Driven by bold self-confidence and implementing unconventional tactics, he has no qualms about ordering artillery strikes close to his own lines or pushing feints to their limits despite casualties. As a protégé of Supreme Kommandant Irusk, the young warcaster strives not only to emulate his mentor but also to surpass him, developing his own more aggressive doctrine.