Assault Kommander Strakhov and Kommandos
Khador Warcaster Unit
Assault Kommander Oleg Strakhov has spent decades carving a bloody trail through the kingdoms of western Immoren, eliminating high-profile targets and destabilizing opposing forces with well-orchestrated strikes. Strakhov stands as a Khadoran legend. Those who tell of his deeds speak of him as more specter than man, an unseen force capable of accomplishing impossible tasks under cover of night and leaving no evidence of his passage.
- Death Whisper Carbine - 8" range, POW 6 gun.
- Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
- Trench Sword (x2) - 0.5" reach, P+S 11 melee weapons.
- Damage Type: Magical - This weapon can damage incorporeal models.
- Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (P+S 15 total)
- Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around.
- Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.
- Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
- Assault - This model may make a ranged attack as part of its charge.
- 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.
- Officer - This model is the unit commander even if the unit has a Leader model.
- Alchemical Mask - This model ignores gas effects entirely, and clouds for the purposes of LOS and attacks.
- Tactical Flexibility - Strakhov can use one of the following special rules at any time during each of it's unit's activations. Each model in the unit gains the benefits listed.
- Battle Maneuvers - The unit gains Reposition [5"] for one turn. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
- Quiet Advance - The unit gains Stealth for one round.
- Red Tide - The unit gains Overtake.(Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)
Feat: Mission Critical
Friendly Faction warrior models gain +3 ARM, Tough, and Feign Death while in Strakhov's control area. Mission Critical lasts for one round. (Feign Death - While knocked down this model can't be targetted by shooting or spells.)
- Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
- Friendly Faction model/unit gains an additional die on its melee attack and damage rolls. But a model that makes a melee attack is destroyed at the end of the turn.
- Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.
- Target friendly Faction model can make a free basic melee or ranged attack after an enemy targets them with a ranged attack and that attack resolves. Return Fire expires after the attack is resolved or after one round.
- A model damaged cannot run, charge, make slam power attacks, or be placed for one round.
Strakhov2 comes with two Kommandos. They are not Grunts, they are non-character troopers.
|| 5 each
- Death Whisper Carbine - 8" range, POW 6 gun.
- Armor Piercing - As above
- Trench Sword - 0.5" reach, P+S 11 melee weapon.
- Brutal Charge - This model gains +2 damage on charge attacks with this weapon.
- Alchemical Mask - As above
- Smoke Bomb (★ Action) - Centre a 3" AOE cloud on this model. Lasts for one round.
- Corrosion Immunity - As above
- Fire Immunity - As above
- Assault - As above
- Pathfinder - As above
Thoughts on Strakhov2
Strakhov2 in a nutshell
Our second infantry caster to compete with Irusk2. Strakhov plays differently then his counterpart relying more on upkeep spells and his own personal threat to get work done then his counterpart.
Maximising his feat and spells
- The combination of his feat and Inviolable Resolve can make for a +5 ARM swing for a single unit in addition to tough and feign death.
- Quicken is very good at making fast units really fast. Iron Fang Uhlans and the Winter Guard Gun Carriage can run 20" with the spell. Greylord Outriders are even faster.
- Last Stand is most economically used by units with Combined Melee Attack, since only the model actually rolling the attack gets removed.
Typical Army & Strategy
Most commonly and to good effect, Strakhov2 runs an infantry-focused melee army with high ARM to synergize with the buffs from feat and spell list to grind the opposing force into submission (and commonly win over scenario or attrition). Without a way to hand out Blast Immunity, he's not as good at running frail infantry like Kayazy Assassins though.
- Man-o-War Shocktroopers: With Inviolable Resolve, Mission Critical and Shield Wall, they go up to ARM 26. Which combined with their 8 boxes, is very difficult to kill, even for heavies.
- Alexia Ciannor & The Risen: An all-star for infantry armies, because she essentially lets you recycle your troops (and your opponent's if they're living). Koldun Kapitan Valachev even lets her use the feat.
- A Juggernaut and a Marauder exactly fill out his Warjack points. Which is a respectable Battlegroup.
Drawbacks, Downsides, & Bad Match-Ups
- Upkeep hate like Hex Blast, Purification or Lamentation makes Strakhov sad.
- The Kommandos don't get much value out of Red Tide with their one and only melee attack.
- Steady models, like Man-o-War Shocktroopers with the officer attachment and Iron Fangs with a Kovnik, have a skornergy with Feign Death. Which isn't too bad, since these units still appreciate the +3 ARM and Tough.
- Unless Mission Critical is used on multi-wound models, Anatomical Precision and Sniper easily dispatch them. Since the buffs don't last into your next maintenance phase, so do Continuous Corrosion and Continuous Fire (which Strakhov himself is immune to at least.)
- None of Strakhov's tools offer a way of handing out Pathfinder, possibly leaving his army at the mercy of a bad table edge or terrain placed by the opponent.
Tricks & Tips
- Last Stand can be cast on warjacks, and Khador has some of the most point-efficient jacks in the game. Send in a juggernaut and watch the fireworks.
- In a similar vein, the Unstable Berserker-chassis jacks make for nice Last Stand targets. They are really cheap, like ways to fix their low MAT and most importantly; should you use three focus, they have a 50% chance to explode for more damage. Which in this case, would be pure upside, since you're going to lose them anyways.
- Last Stand can also be used by Strakhov himself, for surprise assassinations! Remember, even after swapping Quicken with Last Stand to extend your attack range, Strakhov can do three MAT 8 POW 11 attacks with an additional die to hit and damage thrown in. The drawback of Last Stand is barely relevant, since most failed assassination runs end in a game loss anyways.
- While most commonly used on infantry, Inviolable Resolve can be used on Battlegroup models. An ARM 22 Colossal or ARM 25 Clamjack will do a fantastic job contesting a zone against most adversaries.
- Originally released 2017.03
Themes for any-and-all casters (Edit)
Other Khador models
Rules Clarification: : Magical Damage (Edit)
(Click Expand to read)
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
Rules Clarification : Combo Strike - None yet. (Edit)
Rules Clarification : Brutal Charge (Edit)
- If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.
Rules Clarification : Smoke Bomb (Edit)
- While this model is in the centre of the cloud, no one else can get concealment from the cloud.
- Cloud radius = 1.5" = 38.1mm. Small base radius = 15mm. That leaves 23.1mm space, which is not enough for another small base.
Rules Clarification : Warcaster Unit or Warlock Unit (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.
- If you're giving an order, it must be done first, before casting any spells or using your feat.
- All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
- Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
- The grunt models can contest Steam Roller scenarios, but not control them.
- Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
Rules Clarification : Corrosion (Edit)
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
Rules Clarification : Fire (Edit)
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
Rules Clarification: : Assault (Edit)
(Click Expand to read)
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.
- Did you fail the charge? You still get the Assault shot anyway.
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)
- Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.
- Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot).
Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot
Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: If you miss
- If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
- If you miss the target, and the target is in melee with you, then ...
- Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).
- Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).
- If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.
Step 5: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
- So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
- If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
- But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
Rules Clarification : Alchemical Mask (Edit)
- "Gas effects" is undefined in the rules, so pretty much never comes into play.
- You don't ignore the damage from walking into hazardous clouds.
Rules Clarification : Tactical Flexibility (Edit)
| Restrictions on "Any Time" abilities (Edit)
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
- Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
- Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
- So, for example:
- You cannot use a minifeat after the Officer runs. (Infernal Ruling)
- You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
Rules Clarification : Quiet Advance (Edit)
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
Rules Clarification : Red Tide (Edit)
Rules Clarification : Overtake (Edit)
- Overtake triggers at Step 12 of the attack sequence, before stuff like Berserk.
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Feign Death (Edit)
- "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
- You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
- However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.
Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Last Stand (Edit)
- The models will be destroyed even if you cast the upkeep on a different unit, or otherwise make it expire, before the end of the turn. (Infernal Ruling)
- If you make a CMA, only the attack leader is destroyed. The attack participants didn't actually make an attack.
Rules Clarification : Quicken - None yet. (Edit)
Rules Clarification : Return Fire (Edit)
- When you resolve Return Fire, you don't need to attack the same model that attacked you.
Rules Clarification : Lock the Target - None yet. (Edit)