Kommander Oleg Strakhov: Difference between revisions

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''Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Oleg Strakhov. Strakhov takes pride in the fact that he has never refused a mission, no matter how dangerous. Although he prefers to rely on his physical superiority, his potent arcane abilities have been refined to aid him in the shock assaults in which he excels. Strakhov and his ‘jacks launch brutal strikes against enemy positions, slaughtering the enemy before they can react. With each engagement, Strakhov changes the face of warfare in the Iron Kingdoms to match his vision of bloody excellence.''
[[Khador]] [[5th Division]] [[Warcaster]]


[[:Category:FACTION|FACTION]][[Category:FACTION]] [[:Category:ARMY|ARMY]][[Category:ARMY]] [[:Category:Warcaster|Warcaster]][[Category:Warcaster]]
[[Category:Khador]]
[[Category:5th Division]]  
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]


=Model stats and abilities=
== Model stats and abilities ==
 
<table>
  <tr>
      <td style = "border: 1px solid grey; vertical-align: top;">
{{Model-stats
{{Model-stats
| name  = Strakhov 1
| name  = Strakhov 1
Line 20: Line 21:
| arc  = 6
| arc  = 6
| ctrl  = 12
| ctrl  = 12
|fa=C
|abilities=
{{AbilitySingle|Resistance-Fire}}
{{AbilitySingle|Resistance-Corrosion}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Alchemical Mask}}
{{AbilitySingle|Prowl}}
{{AbilitySingle|Reposition|3}}
{{AbilityOptions|Special Action|Smoke Bombs}}
{{AbilitySingle|Take Down}}
{{AbilityLeadership|main=Veteran Leader|model1=Assault Kommando|d=10 inches|sub1=+1 to attack rolls|sub1a=text}}
}}
}}
</td>
== Weapons ==
      <td style = "border: 1px solid grey; vertical-align: top;"> <table >
{{Weapon|weapon=Riot Gun|type=R|rng=10|rof=D3|aoe=-|pow=12|loc=-|abilities={{AbilitySingle|Pistol}}{{AbilitySingle|Volume Fire}}}}
          {{Model Advantage | advantage = Tough| icon = Tough}}                   
{{Weapon|weapon=Trench Sword|type=M|rng=1|rof=-|aoe=-|pow=13|loc=-|abilities={{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Brutal Charge}}}}
          {{Model Advantage | advantage = Undead | icon = Undead}}
          {{Model Advantage | advantage = Dual Attack | icon = Dual_attack}}
          {{Field Marshal | ability = Hyper-Aggressive}}           
          {{Model Ability | ability = Arcane Machinery}}
          {{Model Ability | ability = Arcane Calibrations}}
          {{Model Ability | ability = Ionization}}
          {{Model Ability | ability = Vexing Alignment}}
 
      </table> </td>
</table>
 
=Weapons=
  <table style="border-collapse: collapse;>      <tr>
<th>Weapon</th><th>Type</th><th>Stats</th><th>Specials</th>
  </tr>
        {{Lightning Pulse}}
        {{Maelstrom}}
 
</table>
 
=Feat=
FEATNAME
{{#ifexist: Template:Errata-FEATNAME|  
{{Template:Errata-FEATNAME}}
}}
 
=Spells=
{{Escort}}
{{Shadowmancer}}
 
 
=Basic Info=
{{Infobox-Model
| name  = [[Strakhov|Strakhov1]]
| image = Strakhov1.jpg
| base  = Small
| spd  = 6
| mat  = 7
| str  = 7
| rat  = 6
| def  = 15
| arm  = 16
| cmd  = 
| hp    = 17
| focus = 6
| wjp  = +28
}}


{{Warcaster}}
== Spells ==
{{Spellbox|Assail}}
{{Spellbox|Convection}}
{{Spellbox|Hand of Destruction}}
{{Spellbox|Onslaught}}
{{Spellbox|Return Fire}}


===Feat: Iron Fist===
== Warcaster  Rules ==
# Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's {{control}} range gain +4" movement when advancing as part of their Normal Movement and [[Pathfinder]]. [[Category: Pathfinder Feat]]
{{Category:Warcaster}}
# Warjacks in Strakhov's battlegroup can charge or make a slam power attack targeting an enemy model while that model is in Strakhov's {{control}} range without spending focus.
=== Feat: Dead of Night ===
: Iron Fist lasts for one turn.
Dead of Night: While in Strakhov's control range, friendly models gain Stealth, Reposition [3"] and Take Down. While in his control range, enemy models' ranged weapons suffer -4 RNG. Dead of Night lasts for one round.  
{{Tipbox|The ''enemy'' model needs to be in your control range.}}
===Abilities===
* {{Corrosion Immunity}}
* {{Fire Immunity}}
* {{Pathfinder}}
* {{Alchemical Mask}}
* {{Resourceful}}
* {{Sprint}}
* {{Veteran Leader|Assault Kommandos}}
===Weapons===
{| class="wikitable"
{{Ranged|Cinder Bomb|6|14|aoe=3|
* {{Fire Damage}}
* {{Smoke}} }}
{{Ranged|Riot Gun|10|12|rof=d3| }}
{{Melee|Trench Sword|0.5|6|13|
* {{Magical Damage}}
* {{Brutal Charge}} }}
|}


===Spells===
== Changes/Updates ==
{{Spellbox|
{{Battering Ram}}
{{Occultation}}
{{Overrun}}
{{Sentry}}
{{Superiority}}
}}
 
===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 Strakhov1=
===Strakhov1 in a nutshell===
Strakhov is a Kommando. This means lots of tools, lots of special rules, and a very mobile game. He offers a fairly unique, alpha-strike based game, which is something unexpected from a faction, known for its SPD 4 warjacks. He is the living proof, that being a "slow faction" is not the same as being a "faction with low SPD warjacks".
 
===Spell thoughts===
* '''Overrun''' - a watered-down version of Road to War, it is still the cornerstone of your plans. 4/6" extra movement for a Khador jack can mean the difference between getting engaged, and getting shot to pieces. Especially useful against units with Polarity Shield, as it can offset the loss of the extra 3" from the charge denial.
* '''Superiority''' - goes hand-in-hand with Overrun. Cast it on turn1, and keep it up.
* '''Sentry''' - If you expect your combined-arms jack to be caught early by jamming troops, put it on, and watch chaff infantry evaporating from blasts.
* '''Occultation''' - put it on a tanky troop you want to deliver safety, or on your brawler solos.
* '''Battering Ram''' - for occasional Incorp hunting, but frankly, you'll rarely have enough focus for this zap.
 
===Feat thoughts===
This is where the fun starts. Iron Fist makes slow models fast, while fast  models can conduct nothing short of ridiculous charge ranges. Free charges and slams offer great focus efficiency, and few enemies will survive a charge from Strakhov's army. Terrain is also rarely an issue thanks to Pathfinder.
 
===Drawbacks & Downsides===
* He has to play far forward to be effective with his feat, and his defence stats are not extraordinary (apart of being immune to fire and corrosion).
* Anything, that counters charging, or removes upkeeps, will severely decrease his jacks' and units' threat range.
 
===Tricks & Tips===
* You have a ROFD3 gun, equivalent of a Hand Cannon - it can prove useful, if you want to kill something important.
* Strakhov is part of his battlegroup, so a kill with him while having Overrun on himself can send a jack forward - and vica versa.
* You can cast Overrun multiple times, although you have to target and move different models each time.
 
=List Building Advice =
===Strategy===
Strakhov has been following a very straightforward game plan throughout the last 2 editions, which more often than not converges toward assassination. The recipients might change, but the main steps are:
* Put Superiority on a jack you want to beat faces with, and don't let it drop.
* March forward until the enemy gets into your CTRL zone. Occasionally help your key models movement with Overrun.
* Allocate focus on your Superiority enhanced jack, cast Overrun, then feat.
* Kill something to trigger Overrun, deliver your enhanced jack, and wreck faces.
 
You mainly select units for Strakhov's army to make the most out of his feat. As mentioned, +4 movement under charges make everything better.
 
===Theme Thoughts===
 
{{Header|[[Jaws of the Wolf]]}}
Since most of his buffs resolve around his battlegroup, there's a good case to be made about this theme. He also upkeeps for free on battlegroup models, so basing your strategy around a large battlegroup and only taking a minimal amount of unsupported quality units can be a good idea.
* [[Behemoth]] is a fantastic jack in his own right, but needs to be protected since he is not any more survivable than a Juggernaugt. Occultation helps with this.
* [[Kayazy Eliminators]] same distance as with the Drakhun, with complete free strike immunity, plus extra distance from Side Step. Thanks to Acrobatics, you don't care about screening models.
** Also note that, as Partisans, Kayazy can be taken in the other Khador themes too. But in the other themes they'll use up your "Up to one Mercenary" slot.
* [[Sorscha0]] - Boundless Charge on a stick is great for a caster with Superiority and the Speedboosts stack. FoW ist also never bad as it provides a bit of protection from shooting.
 
{{Header|[[Legion of Steel]]}}
* [[Iron_Fang_Uhlans|Iron Fang Uhlans]] - that is 17" charge range for you. They're a great target for Occultation.
 
{{Header|[[Armored Corps]]}}
* [[Man-o-War_Drakhun|MoW Drakhun]] - 1" less than Uhlans, but with what a force!
* [[Man-o-War_Shocktroopers|Shocktroopers]] - Threat up to 15" away with the [[Man-o-War_Kovnik|Kovnik's]] Desperate Pace. Who's the slow one now?
* A second pow-20 smite shot from the [[Man-o-War Siege Chariot]] is one of the best Sentry targets available
 
{{Header|[[Winter Guard Kommand]]}}
* [[Winter_Guard_Gun_Carriage|Gun Carriage]] can charge in from no less than 15" afar. 
 
{{Header|[[Wolves of Winter]]}}
* You won't take [[Greylord_Outriders]] to wreck faces, but with Occultation they can be particularly annoying.
* [[Fenris]] can become a whirlwind of destruction, but he must forgo the spell support.
* Four empowers from the [[Koldun Lord]] and [[Greylord Forge Seer]] really help a big battlegroup.
 
{{Header|Mercenaries}}
* [[Sylys_Wyshnalyrr,_The_Seeker|Sylys]] - best friend of an upkeep-dependant caster - but this is not one of those casters.
* [[Ragman]] and [[Aiyana and Holt]] are your typical damage fixers.
 
===Battlegroup ===
[[File: Torch.png|thumb|[[Torch]] is his pet warjack that he can take in any theme.]]
Since Superiority and Overrun amend the speed problems, almost any Khador jack can fit into his arsenal.
* Since you want to use his feat eventually to charge you jacks in, they should hit hard in melee to make the most of it. [[Juggernaut]]s and [[Marauder]]s fit the bill!
* [[Behemoth]] - As above.
* [[Destroyer]] - A great Sentry target.
* [[Grolar]] - If it comes to triggering Overrun, no one beast the Grolar and it'S high volume of fire.
* [[Torch]] is his pet warjack that he can take in any theme. It's good at triggering overrun, but you might find the Grolar better for that.
 
==Changes/Updates=
===Mk3 to Mk4===
===Mk3 to Mk4===
SPD +1, AAT +1, RAT +1.  
* SPD +1, AAT +1, RAT +1.  
Gains Dual Attack, Prowl, Smoke Bombs, Take Down.  
* Gains Dual Attack, Prowl, Smoke Bombs, Take Down.  
Lost Cinder Bomb. Riot Gun gains Pistol.  
* Lost Resourceful, Sprint, Cinder Bomb. Riot Gun gains Pistol.
* Spells: Lost Battering Ram, Occulation, Overrun, Sentry, Superiority. Gained Assail, Convection, Hand of Destruction, Onslaught, Return Fire.
* Feat changed from Iron Fist to Dead of Night, losing the +4" movement during charges and focus efficiency to gain stealth, reposition, take down and defense against ranged attacks.  


==Trivia==
== Trivia ==
* Originally released in [[Forces of Warmachine: Khador]] (March 2010)
* Originally released in [[Forces of Warmachine: Khador]] (March 2010)
== Lore ==
''Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Oleg Strakhov. Strakhov takes pride in the fact that he has never refused a mission, no matter how dangerous. Although he prefers to rely on his physical superiority, his potent arcane abilities have been refined to aid him in the shock assaults in which he excels. Strakhov and his ‘jacks launch brutal strikes against enemy positions, slaughtering the enemy before they can react. With each engagement, Strakhov changes the face of warfare in the Iron Kingdoms to match his vision of bloody excellence.''

Latest revision as of 00:06, 26 December 2024

Khador 5th Division Warcaster

Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = Free77771516612
-
-

Model Advantages and Abilities

Resistance-Fire
Resistance-Fire
When this model suffers a fire damage roll, remove one die from the damage roll.
  • This model is immune to the Fire continuous effect.

No errata for Resistance-Fire (Create)

Resistance-Corrosion
Resistance-Corrosion
When this model suffers a Corrosion damage roll, remove one die from the damage roll.
  • This model is immune to the Corrosion continuous effect.

No errata for Resistance-Corrosion (Create)

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

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




Alchemical Mask
This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.

No errata for Alchemical Mask (Create)


Prowl
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



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 Reposition (Create)

Special Action
A model can make one of the following special action(s) during its Combat Action if it meets the requirements for the special action's use:
Smoke Bombs - Center a cloud effect template on this model. This template remains in play for one round.
No errata for Special Action (Create)
No errata for Smoke Bombs (Create)




Take Down
Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.

No errata for Take Down (Create)

Veteran Leader

Veteran Leader grants the following to OTHER friendly Assault Kommando models within 10 inches of this model (see below). Veteran Leader can stack with Leadership, since they are different abilities.



Abilities/bonuses gained: +1 to attack rolls



Weapons

Riot Gun
 RNG   ROF   AOE   POW   LOCATION 
10 D3 - 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



Volume Fire
Gain +1 to attack and damage rolls with this weapon against medium-based models and +2 to attack and damage rolls against larger based models.

No errata for Volume Fire (Create)

Trench Sword
 RNG   ROF   AOE   POW   LOCATION 
1 - - 13 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Brutal Charge
This model gains +2 to charge attack damage rolls with this weapon.

No errata for Brutal Charge (Create)


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)
Convection Cost RNG AOE POW DUR OFF
2 10 - 12 - Yes
When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's battlegroup that is in its control range.
No errata for Convection (Create)
Hand of Destruction Cost RNG AOE POW DUR OFF
2 10 - - Upkeep Yes
Friendly models in this model's battlegroup gain an additional die on attack and damage rolls against target model/unit. Discard the lowest die in each roll.
No errata for Hand of Destruction (Create)
Onslaught Cost RNG AOE POW DUR OFF
2 Self - - Turn No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge:
While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
Pathfinder Pathfinder:
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
No errata for Pathfinder (Create)


No errata for Relentless Charge (Create)
No errata for Onslaught (Create)
Return Fire Cost RNG AOE POW DUR OFF
1 6 - - Rnd No
When target friendly Faction model is targetd by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts one round.
No errata for Return Fire (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: Dead of Night

Dead of Night: While in Strakhov's control range, friendly models gain Stealth, Reposition [3"] and Take Down. While in his control range, enemy models' ranged weapons suffer -4 RNG. Dead of Night lasts for one round.

Changes/Updates

Mk3 to Mk4

  • SPD +1, AAT +1, RAT +1.
  • Gains Dual Attack, Prowl, Smoke Bombs, Take Down.
  • Lost Resourceful, Sprint, Cinder Bomb. Riot Gun gains Pistol.
  • Spells: Lost Battering Ram, Occulation, Overrun, Sentry, Superiority. Gained Assail, Convection, Hand of Destruction, Onslaught, Return Fire.
  • Feat changed from Iron Fist to Dead of Night, losing the +4" movement during charges and focus efficiency to gain stealth, reposition, take down and defense against ranged attacks.

Trivia

Lore

Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Oleg Strakhov. Strakhov takes pride in the fact that he has never refused a mission, no matter how dangerous. Although he prefers to rely on his physical superiority, his potent arcane abilities have been refined to aid him in the shock assaults in which he excels. Strakhov and his ‘jacks launch brutal strikes against enemy positions, slaughtering the enemy before they can react. With each engagement, Strakhov changes the face of warfare in the Iron Kingdoms to match his vision of bloody excellence.