Grand Exemplar Kreoss: Difference between revisions

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[[FACTION]] [[Category:FACTION]] [[ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
[[Protectorate of Menoth]] [[Final Interdiction]] [[:Category:Scout|Scout]] [[:Category:Warcaster|Warcaster]]
 
[[Category:Protectorate of Menoth]]
[[Category:Final Interdiction]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]
[[Category:Scout]]
[[Category:Exemplar]]




==Model stats and abilities==
==Model stats and abilities==
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
{{Model-stats
| name  = Hellyth
| name  = Kreoss 2
| base  = 30 mm
| base  = 30mm
| hp    = 15
| hp    = 18
| spd  = 7
| spd  = 5
| aat  = 6
| aat  = 7
| mat  = 6
| mat  = 8
| rat  = 7
| def  = 14
| def  = 14
| arm  = 17
| arm  = 17
| arc  = 7
| arc  = 7
| ctrl  = 12
| ctrl  = 14
|fa=C
|abilities=
{{AbilitySingle|Tough}}
{{AbilitySingle|Imperishable Conviction}}
{{AbilitySingle|Paragon of the Faith}}
}}
}}
</td>
== Weapons ==
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
{{Weapon|weapon=Justifier|type = M |rng = 2 |rof = - |aoe = - |pow = 14| loc = -| abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Life Trader}}{{AbilityOptions|Special Attack|Smite}}}}
          {{Model Advantage | advantage = Resistance Fire | icon = Resistance Fire}}
          {{Model Advantage | advantage = Resistance Corrosion| icon = Resistance Corrosion}}
          {{Model Advantage | advantage = Pathfinder| icon = Pathfinder}}                   
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}} Corrosion}}
          {{Model Advantage | advantage = Tough| icon = Tough}} 
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Field Marshal | ability = Hyper-Aggressive}}          
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
          {{Star Attack | ability = Death Rattle}}
          {{Star Attack| ability = Marionette}}
          {{Star Action| ability = Pupppet Master}}
          {{Model Ability | ability = Prowl}}
          {{Model Ability | ability = Reposition}}
          {{Model Ability | ability = Take Down}}
          {{Veteran Leader | ability = Assault Kommando}}


      </table> </td>
== Spells==
</table>
{{Spellbox|Assail}}
{{Spellbox|Chasten}}
{{Spellbox|Cleansing Fire}}
{{Spellbox|Inviolable Resolve}}
{{Spellbox|Sacrosanct}}


{{Warcaster}}
== Warcaster Rules ==
=== Feat: Strength of Arms===
When a friendly Faction model makes a melee attack against an anemy model while the enemy model in Kreoss' control range, the attack automatically hits. While in Kreoss's control range, friendly Faction models can make one additional melee attack during their Combat Actions. Strength of Arms lasts for one turn.


==Weapons==
=== Additional Rules ===
  <table style="border-collapse: collapse;>      <tr>
{{Category:Warcaster}}
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {WEAPONNAME1}}
        {WEAPONNAME2}}


</table>
== Changes and Updates ==


==Feat==
==Release Trivia==
FEATNAME
Released in [[Warmachine: Apotheosis]] (2005)
{{#ifexist: Template:Errata-FEATNAME|
{{Template:Errata-FEATNAME}}
|  }}
 
==Spells==
{{SPELLNAME}}
{{SPELLNAME}}
 
===Spell Rack (Slots 2)===


==Errata==
No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).
==Changes and Updates==
==Lore==
==Trivia==


==Battle Reports==
==Battle Reports==
Line 81: Line 56:
==Videos==
==Videos==


 
==Lore==
************* LEGACY **********
 
 
''All Menites are brothers in battle to Grand Exemplar Kreoss, and he is determined to avenge the fallen and the lost. Taking on the burden of every death to stoke the warrior’s furnace within him, his rage and fury have become the spear and shield of Menoth’s vengeance.''
''All Menites are brothers in battle to Grand Exemplar Kreoss, and he is determined to avenge the fallen and the lost. Taking on the burden of every death to stoke the warrior’s furnace within him, his rage and fury have become the spear and shield of Menoth’s vengeance.''
=Basic Info=
{{Infobox-Model
| name  = [[Kreoss|Kreoss2]]
| image = Kreoss2.jpg
| base  = Small
| spd  = 5
| str  = 7
| mat  = 8
| rat  irrelevant
| def  = 14
| arm  = 17
| cmd  = 10
| focus  = 7
| hp    = 18
| wjp  = +28
}}
{{Warcaster}}
===Feat : Strength of Arms===
# When a friendly Faction model makes a melee attack while the enemy model is in in Kreoss' {{control}} range, the attack automatically hits.
# While in Kreoss' {{control}} range, friendly Faction models can make one additional melee attack during their Combat Actions.
: Strength of Arms lasts for one turn.
===Abilities===
* {{Tough}}
* {{Imperishable Conviction}}
* {{Paragon of Faith}}
===Weapons ===
* '''Justifier''' - 2" reach, P+S 14 melee weapon.
** {{Magical Weapon}}
** {{Smite Attack}}
** {{Life Trader}}
===Spells===
{{Spellbox|
{{Battle-Charged}}
{{Castigate}}
{{Chasten}}
{{Cleansing Fire}}
{{Inviolable Resolve}}
{{Sacrosanct}}
}}
===Theme Forces ===
* {{Exemplar Interdiction}}. He gains [[Aegis]] in this theme.
* {{Guardians of the Temple}}
* {{The Creator's Might}}. He can start the game with upkeeps in play, and upkeep them for free on turn 1, in this theme.
* {{The Faithful Masses}}
* {{si|Warriors of the Old Faith}}
=Thoughts on Kreoss2=
===Kreoss2 in a nutshell===
In many respects, he is dialed up version of Kreoss1, not necessarily in terms of strength but in terms of play style. He is one trick pony and basically walking feat with limited melee potential and some spells to support his army, that needs to do all the work. It's just that his feat can bring more hurt to the enemy (albeit only in melee) as his spells are generally weaker to offset that. His weapon still has good POW and he has enought FOC to dish a lot of attacks, now he is also pseudo-weapon master thanks to life trader he can delete most thinks if he sets his mind onto it, but his survivability still requires you to be careful with him. If you like exemplar units and want an army that exclusively features them, he's good option.
===Feat thoughts===
[[Kreoss1]] used his feat to knock the enemy down and make them easier to hit. Kreoss2 says "eh, let's skip that nonsense and just auto-hit them (in melee)". This makes Kreoss2 far superior against anything immune to knockdown (of which there is more and more in the game).
Given that he normally fills his army with hard-hitting weapon masters that on feat turn become super accurate ''and'' get an extra attack, his feat is great against high-ARM armies and/or high-DEF armies and/or high-model-count armies - so it's good vs everything, basically. The only downside is mastering timing with this feat, to make sure you can actually ''get'' at enough enemy models to justify its use. Your opponent will probably try and "bait your feat" by putting a frontline forward that they're prepared to lose to your feat, then try and counterpunch you.
Note that the extra attack is an "additional" attack which, by definition, occurs after your initial attacks. If something is triggered by your initial attacks, such as [[Chain Attack]], then you have to resolve that before starting the bonus feat attack.
===Spell thoughts===
* Battle-Charged adds a new dimension to Kreoss' battlegroup. Although skilled opponents won't get caught by it too often, it's still something they have to consider when going in. It's usually worth casting turn one and upkeeping.
* Castigate can throw a wrench into armies relying on recasting key animi or requiring channeled spells. You won't cast it every game, but it can be backbreaking when you ''do'' use it.
* Chasten is short-ranged and needs to damage to actually do anything, but it can take care of many annoying spells.
* Sacrosanct can be useful against enemy infantry, especially those with multiple attacks such as Tharn Ravagers or Long Gunners of either stripe. Unfortunately, RFP effects get around it, and several themes give it out to all of their warrior models, making this a situational spell much of the time.
* Inviolable Resolve provides an ARM bonus and protection against control effects. It's best used on already hardy multi-wound models or those you want to protect against small-arms shooting. You can also put it on Kreoss himself if you're worried about his safety.
* Cleansing Fire is a basic nuke. Kreoss usually has better things to spend his Focus on, so its most likely use is to clear off Incorporeal models.
===Drawbacks & Downsides===
Kreoss has problem with gunlines as he has very limited means of protection for his units and no way to speed them up. He can still do well as those models that make it can do a lot of damage (and Daughters can be immensely helpful) but it is a bit of an uphill battle even in best scenario as he relies on his army to do virtually all of the work, so if not enough of them makes it, he's done for.
Armies that are just naturally strong against infantry with multiple continuous effect AOEs or just obscene number of attacks can ruffle his feathers as well.
Kreoss' play style is also very much predictable and not exactly stunning list in flashy moves department. He marches towards the enemy, feats, charges in the straight line and hopes for the best. It can be very effective but experienced enough opponents will predict him and try to minimize the damage.
===Tricks & Tips===
* Strength of Arms has an awesome, often maligned perk too; it saves an incredible amount of time on your deathclock. Since you don't have to waste seconds on working out the attack roll, you can go right to the damage rolls. In more exotic cases you can also skip damage rolls too, if the P+S on your weapon is high enough to kill them outright. In both cases however be on the lookout for any rule interaction and sequencing that is tied to an attack or a damage roll. Fast gameplay should not warrant carelessness.
=List Building Advice=
===Strategy===
Kreoss2 is all about explosive feat turns. His spells offer only a marginal boost to his army's effectiveness for a Protectorate caster so there will be casualties along the way, but his feat can make up for it. Not wasting his feat pointlessly on the first random charge nor holding on to it until it's too late are steps one, two, and three with this guy. His feat can override high defense values which makes him the bane against certain factions but pointless against others (for instance you don't need help hitting Khador heavies).
With MAT 8 and Life Trader he can do quite a bit of damage on his own, but it's best to use him offensively mid-to-late game once you've hopefully thinned out the models that can threaten him. Until then, he's best deployed in the center of his army.
Kreoss likes any solo that helps him buff his infantry in some way, or even ones to support his jacks. Only thing he might stay clear on are probably spell-support solos as most lists simply don't have anything for Kreoss to do, to be in need of that extra focus.
Jacks benefit slightly less then infantry from his feat as they offer fewer attacks for their cost then squad of infantry, but those attacks are high POW and automatically hit. Additionally, Battle-Charged can make certain warjacks more appealing than others.
===Theme Thoughts===
{{Header|[[Exemplar Interdiction]] - Preferred theme}}
Kreoss likes Exemplars. They're all high POW infantry with Weapon Master attacks who love automatically hitting and getting an extra hit in as well.
* Basic [[Knights Exemplar]] are relatively cheap and effective Weapon Master infantry with potential for some divine punishment under Battle-Driven. The CA that makes them more reliable outside of feat turn with their mini-feat, or allows for bit more reliable damage output during feat, and each Knight can dish out up to three attacks with overtake thanks to those two.
* [[Exemplar Errants]] are not what they used to be but are still fairly effective screen for the rest of your army.
* [[Exemplar Vengers]] bring respectable mobility to otherwise sluggish army. Auto-hitting Impact Attacks are great for pushing through chaff, while the extra attack from the feat lets them hit enemies with their sword after a Lance attack.
* [[Exemplar Bastions]] and especially [[Exemplar Cinerators]] are nice man-brick to hide your caster and still offer potent melee attacks, with Cinerators being a bit faster than the harder-hitting Bastions due to Vengeance, and more survivable thanks to Shield Wall.
* [[Gravus]] for Brother's Keeper (and potential beat stick when high on souls), as well as speeding up your slower Exemplars.
* [[Knight Exemplar Seneschal]] is a slashy stabby solo that Kreoss can enhance.
* The [[Exemplar Warder]] makes an excellent bodyguard to Kreoss with its, er, Bodyguard ability boosting his DEF to a respectable 16 in melee, and Shield Guards are always welcome.
{{Header|[[The Creator's Might]]}}
Kreoss 2 doesn't have a lot of synergy with the theme; he prefers having many models making attacks rather than spending his points on a few that will only make a handful of attacks.
* [[Scourge of Heresy]] - Combined with Castigate, you can effectively shut down enemy spellcasting with its Arcane Vortex. Additionally, auto-hitting Thresher attacks will wipe out any infantry your opponent is foolish enough to clump together.
{{Header|[[Guardians of the Temple]]}}
Not the best theme for him, but also not the worst. It brings a lot of infantry with average MAT that will appreciate the auto-hitting part of the feat; unfortunately, their low POW means they might just bounce off of high ARM targets.
* [[Daughters of the Flame]] - Kreoss also always had a bit of an affair with these girls as three auto-hitting Anatomical Precision attacks with and Acrobatics can be rather devastating.
* [[Flamebringers]] - Auto-hitting impact attacks and an additional Weapon Master sword attack will let you decimate most infantry. They're also fast, and with Parry, they can usually go to where they want to be.
* [[Nicia1]] is a slashy stabby solo that Kreoss can enhance.
* [[Pyrrhus]] will get a total of ''four'' Weapon Master attacks under feat. A fun trick for scenario is assigning both the Rapid Strike and feat attack to his shield for three Beat Backs, allowing you to push an enemy three inches from its initial position.
{{Header|[[Faithful Masses]]}}
An interesting way to play Kreoss2. It has Weapon Masters (though not as many as Exemplar Interdiction), but its Paladin models are a bit more resilient, and faster than most of them as well. Although not a key part of his game, Hand of Vengeance can help give his warjacks a solid punch, especially when combined with his feat.
* Kreoss2's main weakness is against shooting. Faithful Masses has numerous shooting resistant models and easy access to cheap Shield Guards in the form of [[Initiates of the Wall]].
* All solo Paladins are Weapon Masters and appreciate the extra attack on feat turn. Combined with Righteous Vengeance from [[Vilmon]], that's a potential of three Weapon Master attacks on feat turn.
{{Header|Mercenaries}}
* [[Rhupert Carvolo]] can give Pathfinder, Concealment, and Tough to a unit, though the last isn't necessary for Exemplars.
* The [[Menite Archon]] is a potent, durable beatstick. Under feat, it can Thresher and follow up with an ordinary attack.
===Battlegroup===
[[File:FireOfSalvation.jpg|thumb|[[Fire of Salvation]] is Kreoss's pet warjack, that he can take in any theme.]]
* The [[Templar]] is not only durable, but has 2" reach, Chain Weapon, Beat Back (not as stellar as it used to be still potentially useful tool) and Shield Guard.
* [[Fire of Salvation]] is Kreoss' pet warjack that he can take in any theme. It is a solid beat stick that gives extra mobility from fallen warriors, packs Dispel, and its bond with Kreoss makes it incredibly powerful in melee even without the Choir or feat.
* The [[Sanctifier]] has one of the longer threat ranges amongst our heavies. Kreoss2 has no natural speed buff.
* The [[Dervish]] is an auto hitting, parrying, side stepping model that can wreak havoc on the feat turn. Also, counter charging at Mat 7 is nice.
* [[Guardian]] - The Guardian is a great package for Kreoss2! The Arc Node makes using Chasten and Cleansing Fire offensively a reality and Counter charge at MAT 9 thanks to Powerful Charge is amazing, especially with 2" and P+S 18. The Critical Pitch rule on the flame pike means the Counter Charge has to be respected by your opponent, lest their models get thrown back into their army
===First Seven Purchases===
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is ''not'' designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs ''most'' of the time.
# Warjack: [[Fire of Salvation]]
# Warjack: [[Indictor]]
# Solo: [[Exemplar Warder]]
# Solo: [[High Exemplar Gravus]]
# Unit: [[Exemplar Cinerators]] + CA
# Unit: [[Exemplar Errants]] + CA
# Unit: [[Knights Exemplar]] + CA
=Other=
===Trivia===
Released in [[Warmachine: Apotheosis]] (2005)
   
===Other Protectorate models===
{{Index Menoth}}
===Video Battle Reports ===
* [https://youtu.be/d1JY-iyKAFA 2019.01 Arcane Assist], vs [[Hexeris2]]
* [https://youtu.be/hjIoL7LD8jU 2018.08 Deathclock Dave], vs [[Ossrum1]]
* {{VBR}}
===Rules Clarifications===
{{RC Magical Damage}}
{{RC Smite}}
{{RC Life Trader}}
{{RC Warcaster}}
{{RC Tough}}
{{RC Imperishable Conviction}}
{{RC Paragon of the Faith}}
{{RC Battle Charged}}
{{RC Castigate}}
{{RC Chasten}}
{{RC Cleansing Fire}}
{{RC Inviolable Resolve}}
{{RC Sacrosanct}}

Latest revision as of 19:44, 29 December 2024

Protectorate of Menoth Final Interdiction Scout Warcaster


Model stats and abilities

Model Statistics

Base size = 30mmSPDAATMATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free5781417714
-
-

Model Advantages and Abilities

Tough
Tough
When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum



Imperishable Conviction
When a friendly Faction model in this model's control range is destroyed by an enemy attack, this model can remove one damage point.

No errata for Imperishable Conviction (Create)


Paragon of the Faith
While within 10 inches of this model, friendly Exemplar warrior models gain Tough.

No errata for Paragon of the Faith (Create)


Weapons

Justifier
 RNG   ROF   AOE   POW   LOCATION 
2 - - 14 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Life Trader
When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.

No errata for Life Trader (Create)

Special Attack
A model can make a special attack during its Combat Action if it meets the requirements for the special action or attack's use.
Smite - The model hit is slammed d6 inches directly away from this model. If the model hit has a larger base than the attacking model it is moved only half the distance rolled. The POW of collateral damage is equal to half the POW of this weapon.
No errata for Special Attack (Create)
  Errata-Smite (2024-2-19)
Question: When the Special Attack:Smite is used, does it do damage?
Answer: Yes
Explanation: It does a damge roll to the model hit based on the pow of the weapon
Infernal Ruling: elswickchuck Infernal - PP Community forum



Spells

Assail Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2 SPD when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2 inches.
No errata for Assail (Create)
Chasten Cost RNG AOE POW DUR OFF
2 8 - 12 - Yes
Enemy upkeep spells and animi on target model/unit damaged by this attack expire.
No errata for Chasten (Create)
Cleansing Fire Cost RNG AOE POW DUR OFF
3 8 2 14/8 - Yes
Cleansing Fire causes fire damage. On a critical hit, models hit suffer the Fire continuous effect.
No errata for Cleansing Fire (Create)
Inviolable Resolve Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and cannot be knocked down or moved by a push or a slam.
No errata for Inviolable Resolve (Create)
Sacrosanct Cost RNG AOE POW DUR OFF
3 Self Ctrl - Rnd No
When an enamy non-Leader warrior model destroys one or more friendly Faction models in the spellcaster's control range with an attack, immediately after the attack is resolved the attacking model becomes knocked down. Sacrosanct lasts for one round.
No errata for Sacrosanct (Create)


Warcaster Rules

Feat: Strength of Arms

When a friendly Faction model makes a melee attack against an anemy model while the enemy model in Kreoss' control range, the attack automatically hits. While in Kreoss's control range, friendly Faction models can make one additional melee attack during their Combat Actions. Strength of Arms lasts for one turn.

Additional 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.

Changes and Updates

Release Trivia

Released in Warmachine: Apotheosis (2005)


Battle Reports

Videos

Lore

All Menites are brothers in battle to Grand Exemplar Kreoss, and he is determined to avenge the fallen and the lost. Taking on the burden of every death to stoke the warrior’s furnace within him, his rage and fury have become the spear and shield of Menoth’s vengeance.