Kommander Harkevich, the Iron Wolf: Difference between revisions

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{{Khadbox|[[Khador]] [[Warcaster]]}} [[Category:Model]]
[[Khador]] [[Armored Korps]] [[Scout]] [[Warcaster]]
{{4P|Armored Korps}}


''Khador’s Iron Wolf has earned a reputation as a peerless master of heavy armor on the battlefield, a war hero beloved by his men and respected even by the enemies of the Motherland. He is famous for his ability to move large numbers of warjacks at an unprecedented pace to arrive where the enemy least expects him. Where Harkevich and his iron army stride, the enemy finds itself hounded, outmaneuvered, cornered, and eventually obliterated by overwhelming firepower.''
[[Category:Khador]]
[[Category:Armored Korps]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Scout]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = Harkevich1
|fa=C
| image = Harkevich1.jpg
| name  = Harkevich 1
| base  = Small
| base  = 30 mm
| hp    = 18
| spd  = 5
| spd  = 5
| aat  = 6
| mat  = 7
| mat  = 7
| str  = 7
| rat  = 6
| rat  = 6
| def  = 14
| def  = 14
| arm  = 16
| arm  = 16
| cmd    
| arc   = 6
| hp    = 18
| ctrl  = 12
| focus = 6
| abilities=
| wjp  = +28
{{AbilitySingle|Dual Attack}}
}}
{{AbilityComplex|main=Field Marshal|main1=|sub1=Reposition|sub1a=3}}}}


{{Warcaster}}
== Weapons ==
{{Weapon|weapon=Hand Cannon|type = R |rng = 12|rof = 1 |aoe = - |pow = 12| loc = -| abilities =  {{AbilitySingle|Pistol}}}}
{{Weapon|weapon=Minister|type = M |rng = 2 |rof = - |aoe = - |pow = 16| loc = -| abilities =  {{AbilitySingle|Damage Type-Magical}} {{AbilitySingle|Stagger}} }}


===Feat: Hour of the Wolf===
== Spells==
# While in Harkevich's {{CTRL}} range, models in his battlegroup gain +3 ARM.
{{Spellbox|Bombshell}}
# Models in his battlegroup beginning their activation in his {{CTRL}} range can charge or make slam power attacks without spending focus.
{{Spellbox|Escort}}
# A model in Harkevich's battlegroup that declares a charge or slam against an enemy model while in his {{CTRL}} range can make a basic ranged attack before advancing.
{{Spellbox|Guided Fire}}
: Hour of the Wolf lasts for one round.
{{Spellbox|Jumpstart}}


=== Abilities===
== Warcaster  Rules ==
* {{Field Marshal|Reposition 3"}} (''{{Reposition 3-alt|Hide_cat=}}'') [[Category: Reposition Field Marshal]]
{{Category:Warcaster}}
* {{Iron Sentinel}}
=== Feat: Hour of the Wolf ===
While in Harkevich's control range, models in his battlegroup gain +3 ARM. Models in his battlegroup beginning their activations in his control range can charge or make slam power attacks without spending focus. A model in Harkevich's battlegroup that declares a charge or slam against an enemy model while in his control range can make a basic ranged attack before advancing. Hour of the Wolf lasts for one round.


===Weapons===
== Changes and Updates ==
{| class="wikitable"
* Released in the [[Wrath|Warmachine: Wrath]] expansion (2011)
{{Ranged|Hand Cannon|12|12| }}
{{Melee|Minister|1|7|14|
* {{Magical Damage}}
* {{Stagger}} }}
|}
 
===Spells===
{{Spellbox|
{{Bombshell}}
{{Broadside}}
{{Jumpstart}}
{{Mobility}}
}}
 
===Theme Forces ===
* {{Armored Korps}}
* {{si|Flame in the Darkness}}
* {{Jaws of the Wolf}}
* {{Legion of Steel}}
* {{si|Warriors of the Old Faith}}
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].
* {{Wolves of Winter}}
 
 
=Thoughts on Harkevich=
===Harkevich in a Nutshell===
Harkevich is a close-to-the-line warjack support warcaster that excels at speed and attrition. His spell Mobility lets normally slow Khador warjacks strike first for once, and [[Field Marshal]] : [[Reposition]][3"] gives them an unusual amount of adaptability. His feat gives his battlegroup incredible durability. He has excellent defensive stats and abilities, making him difficult to assassinate. He lacks any infantry support and plays best with a warjack-heavy list, often in the [[Jaws of the Wolf]] or [[Winter Guard Kommand]] theme forces.
 
===Feat thoughts===
Of the two Feat effects, the +3 ARM is the most important. There are only a few abilities in Khador that increase the ARM of our already tough jacks, and for good reason. Armor 23 for most jacks or ARM 26 for closed "clam" jacks (like the [[Devastator]] and [[Demolisher]]) can be very difficult for an enemy to crack. This lets you weather the inevitable counterattack after rushing your jacks in with Mobility. Also remember that Harkevich does benefit from his own feat, and can be very difficult to assassinate on feat turn.
 
The second effect, an additional ranged attack before charging, is controversial. Like the spell Broadside, it encourages you to take ranged 'jacks, but our low RAT jacks rarely make the additional attacks count. Remember that you can shoot things other than your charge target, and look for opportune targets like knocked down models or clumped up infantry. Treat it as a nice bonus, but don't feel obligated to build your whole list or strategy around it.
 
===Spell thoughts===
* '''Bombshell''' - AOE attack with a great critical effect. Expensive (especially if you boost to hit, maximizing the chance of a critical hit) but situationally useful. Use against something you really need to move, or against difficult infantry that is normally immune to blast damage.
* '''Broadside''' - Expensive but potentially powerful ranged attack generator. You will want to either take 3+ ranged jacks and cast this every turn, or mostly ignore it in favor of casting Mobility or allocating focus to your battlegroup.
* '''Jumpstart''' - Very situational, but incredibly useful for making sure your battlegroup doesn't get shut down by things like Disruption, Telekenesis, knockdown, ect. You likely won't need to cast it much, but you'll be glad to have it when you do.
* '''Mobility''' - Hark's "other" signature spell. Makes Khador heavies as fast as most infantry. Great for extending your threat range or getting an additional 4" up the field. If you run a melee-focused Hark list, you will likely cast this every turn, at least until you're stuck in with the enemy.
 
===Drawbacks & Downsides===
* Harkevich has a relatively low amount of Focus for the amount of jacks he wants to run.
** On top of that, most of his spells are pretty expensive. Playing into anti-magic tricks like Arcane Suppression can be annoying, while [[Lamentation]] might cripple your battle plans altogether.
* He doesn't have any spells to support non-battlegroup models directly. This means his infantry has to be completely self-sufficient.
* Broadsides generally needs at least 3 warjacks to justify the focus cost of the spell and the shots from the spell cannot be boosted - a hard pill to swallow on low RAT Khador Warjacks.
* The Pathfinder aspect of his Mobility spell is redundant in the Khadoran jack theme, Jaws of the Wolves.
* Harkevich is not a very "active" warcaster, usually handing out focus and casting 1 or 2 spells a turn. His big spells and passive abilities are effective, but he might feel boring to play for some people.
 
===Tricks & Tips===
* Harkevich is a model in his own battlegroup, so he benefits from Broadsides, Mobility, and his feat.
** However, he is not a warjack so doesn't benefit from his Field Marshal:Reposition ability.
* There is a skill in knowing when to cast Broadsides or not. If you cast it, you double your amount of fire and can drift more AOEs, do more damage to low ARM models, etc. If you don't you can instead allocate the focus to boost the shots the Warjacks make during their activation.
* Bombshell is a great charge lane opener. Cast it into the middle of the enemy line and stick a Decimator or Demolisher in the new hole to disrupt the enemy line with a high ARM threat.
* Remember to Reposition your jacks after their melee actions. It's a great way to clear charge lanes, fit more jacks in, and generally get better positioning.
* With Mobility up, Trampling gets you the same distance as Running due to reposition: (4+2+3+3) vs (6x2), but you can buy attacks at the end of a Trample and then Repo further.
 
=List Building Advice=
===Strategy===
There are two major schools of thought with Harkevich: running a ranged-focused jack list that relies heavily on Broadside, or running a melee-focused jack list that relies heavily on Mobility. Either way, you want to pressure the enemy into committing the models that can actually deal with a large volume of high armor warjacks. Once you take those out, you should have no problem bullying the enemy caster for a scenario, attrition, or even assassination victory.
 
A ranged-focused list should look for ways to knock down or otherwise reduce the DEF of enemy models, since the low RAT of Khador warjacks is the biggest challenge for this strategy. Repositioning backwards can help you get more rounds of shooting in, and the additional shot when charging on feat turn should help when you do eventually close to melee.
 
A melee-focused list relies on the fact that Khador jacks are already awesome, they just need a little help getting to the enemy. Mobility helps with +2 SPD and Pathfinder, hopefully letting you engage the enemy on your own terms. Make sure to bring jacks that can handle screening models (Like [[Kodiak|Kodiaks]], [[Berserker|Berserkers]], or [[Rager|Ragers]]) so you don't get bogged down with cheap infantry, and can prioritize the enemy models that can actually hurt you.
 
===Theme Thoughts===
 
{{Header|[[Jaws of the Wolf]]}}
He's a battlegroup caster, so at first glance one might think to run him in [[Jaws of the Wolf]]. On the other hand, the main theme benefit (Pathfinder for jacks) is redundant with his Mobility ability, so he's by no means tied to the theme. The main draws here are probably access to the big bad [[Behemoth]], [[Kovnik_Apprentice_Kratikoff|Sorscha0]] for even further threat ranges, and Ambushing [[Kossite Woodsmen]].
 
{{Header|[[Wolves of Winter]]}}
 
Another direction to go in could be [[Wolves of Winter]]. In this case, the DEF debuffs that set up your shooting come from [[Greylord Ternion]], along with ARM debuffs from [[Koldun Lord]]s and [[Void Archon]]s. Koldun Lords can also copy the Empower spell of the Forge Seers, giving you a total of 4 focus per turn if you run them at max FA.
 
{{Header|Various Themes}}
* Adding a [[War_Dog|War Dog]] and keeping in Iron Sentinel range can take Harkevich to very good levels of defense and ARM in melee. With pathfinder from Mobility, it's also easy to put him in ranged DEF boosting terrain. He also becomes immune to knockdown and back strikes, making him all around difficult to assassinate.
* [[Greylord_Forge_Seer|Greylord Forge Seers]] can use Empower to help take the focus strain off of Harkevich.
* [[Greylord Adjunct]] - Mandatory, as Guidance helps ranged jacks against clouds, stealth and incorporeal.
 
===Battlegroup===
[[File:BlackIvan.jpg|thumb|[[Black Ivan]] is his pet warjack that he can take in any theme.]]


* Harkevich and one or more [[Demolisher]] can be a potent combination. Since they only "open up" when making melee attacks, they can close in while making many high powered (if inaccurate) shots under Broadsides. Under feat, they go up to a ludicrous ARM 26, making them an amazing first wave for your opponent to try and overcome.
== Trivia ==
** Demolishers also have [[Gunfighter]], allowing them to take advantage of Broadside even when engaged.
* [[Kodiak|Kodiaks]] synergize very well with [[Field Marshal]] : [[Reposition]][3"]. They can Trample up 9" under Mobility, use Vent Steam, then Reposition backwards 3", just enough to get them out of their own steam cloud. The cloud will block line of sight, protecting them from ranged attacks/charges. Use several of them to create a cloud wall for the rest of your army.
* [[Marauder|Marauders]] usually only need their 1 Power Up focus to do their job, which is good for the focus-hungry Harkevich.
* [[Decimator]] - +2 Speed and Repo 3" does a lot to mitigate the low range on their guns and since they have Batter, they can set up knocked down targets to shoot at for their brothers if you run them in multiples.
* [[Black Ivan]] is a souped up [[Destroyer]] that is worse in melee and a bit more effective at range thanks to the bond, this matter especially with Broadside, where Ivan will be probably the only jack to ever have a shot at hitting anything that is not debuffed.
* [[Spriggan]] - Flare helps the low RAT Khador jacks land their mark, which especially helps on Broadside attacks. It's no slouch in melee either. The main strike against it is RAT 4, so you will need to aim, Guidance and boost to hit to reliably apply it in the first place.
 
=Other=
===Trivia===
* A common fan-joke is that one must grow a prodigious beard in order to cast ''Broadside'', because both the casters with access to the spell, Harkevich and [[Bartolo]] both have magnificent facial hair. [[Mekanolyth]] breaks the mold on this, which should be your queue to green stuff a beard onto her model.
* A common fan-joke is that one must grow a prodigious beard in order to cast ''Broadside'', because both the casters with access to the spell, Harkevich and [[Bartolo]] both have magnificent facial hair. [[Mekanolyth]] breaks the mold on this, which should be your queue to green stuff a beard onto her model.
* Released in the [[Wrath|Warmachine: Wrath]] expansion (2011)
== Lore ==
 
''Khador’s Iron Wolf has earned a reputation as a peerless master of heavy armor on the battlefield, a war hero beloved by his men and respected even by the enemies of the Motherland. He is famous for his ability to move large numbers of warjacks at an unprecedented pace to arrive where the enemy least expects him. Where Harkevich and his iron army stride, the enemy finds itself hounded, outmaneuvered, cornered, and eventually obliterated by overwhelming firepower.''
===Video Battle Reports ===
* [https://youtu.be/B2khj7svW9g 2019.03 Guerilla Miniature Games], vs [[Magnus2]]
* [https://youtu.be/Mz4_tREXgSs 2019.03 Tiny Men], vs [[Helynna1]]
* [https://youtu.be/RG-dfnQkSXU 2019.03 Tiny Men], vs [[Abyslonia1]]
* [https://youtu.be/W6e4keGkAp8 2019.01 Guerilla Miniature Games], vs [[Helynna1]]
* [https://youtu.be/EFVOEkO-SeM 2018.04 Guerilla Miniature Games], vs [[Amon1]]
* {{VBR}}
 
===Other Khador models===
{{Index Khador}}
 
===Rules Clarifications===
{{RC Stagger}}
{{RC Magical Damage}}
 
{{RC Warcaster}}
{{RC Field Marshal}}
{{RC Reposition}}
{{RC Iron Sentinel}}
 
{{RC Bombshell}}
{{RC Broadside}}
{{RC Jumpstart}}
{{RC Mobility}}

Latest revision as of 02:59, 3 November 2024

Khador Armored Korps Scout Warcaster

Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free56761416612
-
-

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



Field Marshal
Field Marshal grants the following ability/abilities to the cohort models in this model's battlegroup.
Reposition - At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3 inches, then its activation ends.
No errata for Field Marshal (Create)
No errata for Reposition (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


Minister
 RNG   ROF   AOE   POW   LOCATION 
2 - - 16 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Stagger

  Errata-Stagger (2023-11-29)
Question: Does the critical effect of the Siege Crawler’s Siegebreaker, effect all the models hit by the AOE or just the model directly hit?
Answer: 
Explanation: Checking for which version is correct
Infernal Ruling: elswickchuck - PP Community forum


Spells

Bombshell Cost RNG AOE POW DUR OFF
3 10 2 13/10 - Yes
On a critical hit, models hit are thrown d6 inches directly away from the attacker. Roll distance once for all models affected. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. The POW of collateral damage is 10.
No errata for Bombshell (Create)
Escort Cost RNG AOE POW DUR OFF
3 Self Ctrl - Upkeep No
Cohort models in the spellcaster's battlegroup beginning their activations in the spellcaster's control range gain +2 SPD when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more cohort models in its battlegroup are within 3 inches of it.
No errata for Escort (Create)
Guided Fire Cost RNG AOE POW DUR OFF
3 Self - - Turn No
While in the spellcaster's control range, models in its battlegroup gain boosted range attack rolls for one turn.
No errata for Guided Fire (Create)
Jumpstart Cost RNG AOE POW DUR OFF
1 Self Ctrl - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Models that were knocked down this turn are not affected by Jumpstart.
No errata for Jumpstart (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: Hour of the Wolf

While in Harkevich's control range, models in his battlegroup gain +3 ARM. Models in his battlegroup beginning their activations in his control range can charge or make slam power attacks without spending focus. A model in Harkevich's battlegroup that declares a charge or slam against an enemy model while in his control range can make a basic ranged attack before advancing. Hour of the Wolf lasts for one round.

Changes and Updates

Trivia

  • A common fan-joke is that one must grow a prodigious beard in order to cast Broadside, because both the casters with access to the spell, Harkevich and Bartolo both have magnificent facial hair. Mekanolyth breaks the mold on this, which should be your queue to green stuff a beard onto her model.

Lore

Khador’s Iron Wolf has earned a reputation as a peerless master of heavy armor on the battlefield, a war hero beloved by his men and respected even by the enemies of the Motherland. He is famous for his ability to move large numbers of warjacks at an unprecedented pace to arrive where the enemy least expects him. Where Harkevich and his iron army stride, the enemy finds itself hounded, outmaneuvered, cornered, and eventually obliterated by overwhelming firepower.