Grand Exemplar Kreoss
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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.
- 1 Basic Info
- 2 Thoughts on Grand Exemplar Kreoss
- 3 Other
|See also How to Read the statblock|
- Justifier - 2" reach, P+S 14 melee weapon.
- Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
- Imperishable Conviction - This model can heal a point of damage if a friendly Faction model is destroyed in an enemy attack while in its CTRL.
- Tactician [Exemplar] - While in this model's CMD range, friendly Exemplar models can ignore other friendly Exemplar models when determining LOS. Friendly Exemplar models can advance through other friendly Exemplar models in this model's CMD range if they have enough movement to move completely past them.
Feat : Strength of Arms
While in Kreoss' CTRL, enemy models are automatically hit by melee attacks performed by friendly faction models. Also, friendly Faction models in Kreoss CTRL gain an additional melee attack during their Combat Action.
Castigate - Cost 2
- For one round, enemy models cannot be used to channel spells or be forced to cast animi.
Chasten - Cost 2, 8" range, POW 12
- If the spell damages a model, enemy upkeeps & animi on it expire.
Cleansing Fire - Cost 3, 8" range, 3" AOE, POW 14
Inviolable Resolve - Cost 2, 6" range, Upkeep
- Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
Sacrosanct - Cost 2, 6" range, Upkeep
- Target friendly Faction model/unit. If an enemy non-warcaster/warlock warrior model destroys an affected model, the attacker becomes knocked down. Models are not affected while out of formation.
Thoughts on Grand Exemplar Kreoss
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, but he is definitely not front line caster. If you like exemplar units and want an army that exclusively features them, he's good option.
Maximising his feat and spells
While Kreoss1 has a good feat causing knockdown and thus letting you auto-hit in melee, Kreoss2 has refined his approach. Namely his ability to bypass immunity to knockdown and just auto-hit you anyway. So, for melee, Kreoss2's feat does the same basic thing as Kreoss1 but adds a free bonus attack for friendlies. This relatively simple feat is probably main reason for fielding the guy. It IS simple but it can be absolutely devastating. It punishes anything that heavily relies ion high DEF as it totally bypasses that nonsense and given what type of units he likes to field... well let's say he is not a fan of low pow attacks. It can be frustrating for other side to just remove model after model without you even needing to roll for anything (so I auto-hit you and my minimal roll is still two points higher then your ARM... that was fifth one right?). If enemy relies on high numbers or armor, well you have extra free attacks and none of them will go to waste. Mastering timing on this feat is main key to success.
Kreoss' spell list is fairly underwhelming with several spells that are just straight up downgrades from previous incarnations and/or being fairly situational
- Castigate* is probably is better spell as it can throw wrench into armies relying on recasting key animi or requiring channeledspells (he still has 14" ctrl after) it's still dependent on those factors fur if those are present, it can be nasty
- Sacrosanct* is pretty groovy against enemy infantry, especially infantry with multiple attacks or things like sprint but useless agaisnt anything else
- Inviolable Resolve* is still +2ARM, but is one of the worst defensive buffs
- Chasten* is short ranged and needs to damage to actually do anything, but it can take care of many annoying spells
- Cleansing fire* ... it's there
I've been considering to field arc node (probably Guardian is it's still potent close combatant) to set things on fire as he has little do with his focus untill he gets jacks into melee ... but I still think, Kreoss' best use for his FOC is to sit on them and upkeep that one or two relevant spells.
Typical Army & Strategy
Kreoss2 is all about big beefy feat turns. His spells offer only marginal boost to his army's effectiveness for Protectorate caster so there will be casualties along the way and his own combat potential is fairly limited (now even more so as he no longer posses armor piercing special attack) but his feat can make up for it. Not wasting his feat pointlessly on the first random charge or holding up on 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 also casters relying on it. He probably won't kill them himself (yes he has potentially 9 auto hitting attacks on pow14 but he also has 10" threat range with virtually no speed amplifiers or blocker bypass), most models he likes to field can make a number on high DEF warcasters so always keep an eye on it. Basically he want's to sit a little back (but not too much) sit on some focus, firing off his feat, staying alive and then clean up.
Kreoss likes exemplars. They are relatively high POW infantry with weapon master so they benefit from his extra attack while Kreoss also makes sure the hits will connect. They also come with built in abilities that offset the loses they'll pick. Basic Knights Exemplar are relatively cheap and effective weapon master infantry with potential for some divine punishment under battle-driven. With UA that makes them more reliable outside of feat turn with it's own mini-feat, or allows for bit more reliable damage output during feat and each single knight can dish out up to three attacks with overtake thanks to those two. Errants are not what they've used to be but are still fairly effective screen for the rest of your army. Vengers bring respectable mobility to otherwise sluggish army. Cinerators and especially Bastions are nice man-brick to hide your caster and still offer potent meele attacks, with cinerators offering bit higher POW agasint Bastions' blessed ones with bastions being more annoying when LOS is concerned as killing that one specific model and Cinerators getting vengeance move. Kreoss' tactitian makes moving large brick of exemplar infantry units bit easier, which tends to be major issue with this style of army.
Kreoss also always had a bit of an affair with Daughters of the Flame as three anatomical precision attacks with auto hit and acrobatics can be rather devastating and as relatively low ARM stealth unit, they are one of the better target of otherwise relative lackluster Inviolable Resolve.
Jacks benefit slightly less then infantry from his feat as they offer less attacks for their cost then squad of infantry, BUT those attacks come with pretty high POW (especially with choir finally getting invited to Kreoss' crusades), which -again- auto hits, are wee bit tougher to put down, are more maneuverable in a way (as they use less space and you'll still have fair amount of infantry), not to mention they can effectively have 4 FOC and hit whatever affronts them on, again feat turn. Templar is not only pretty tough (especially with resolve on), has reach, chain weapon and beat back (not as stellar as it used to be still potentially useful tool) and shield guard which can come handy to protect either him or key models (Exemplar officer, hint hint), Reckoner and Vanquisher can bring a bit of an ranged game, and he doesn't have much to spend focus on anyway, and still offer fairly potent meele weapons with reach. Fire of Salvation is still solid beat stick that gives extra mobility from fallen warriors, pack dispel and imprint that makes him very good cleaner against high def when not operating under feat. Kreoss can easilly fit two, maybe even three jacks (especially under exemplar theme list) and still run pretty large infantry formation. Light jacks don't see that much use but vigilante can come in handy to get infantry where it needs to get.
Kreoss likes any solo that helps him buff his infantry in some way, be it mister Carvollo for bit songs (as they are pretty much only way for in infantry to get shot less often), Gravus for no knockdown no stationary zone (and potential beat stick when high on souls). He can also enhance slashy stabby solos as Nicia or Knight Exemplar Seneschal or jack supporting ones. Only thing he might stay clear on are probably FOC solos as most list simply don't have anything for him to do, to be in need of that extra focus.
Drawbacks, Downsides, & Bad Match-Ups
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 knights 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 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 jsut obscene number of attacks can ruffle his feathers as well.
Kreoss' play style is also very much predictable with 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 enought opponents can... well predict him and try to minimalise 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.
Originally released in Warmachine: Apotheosis (2005)
Themes for any & all casters (Edit)
- The Creator's Might - (Article) (Category)
- Exemplar Interdiction - (Article) (Category)
- The Faithful Masses - (Article) (Category)
- Guardians of the Temple - (Article) (Category)
Other Protectorate models
|Warcasters||Ashlynn - Bartolo - Damiano - MacBain - Durgen - Ossrum - Magnus1 - Magnus2|
Requires a 2+ caster game
|Other Controllers||Mini-casters||Gastone Crosse - Rorsh & Brine|
|Marshals||Colbie Sterling - Dirty Meg - Rutger Shaw|
|Warjacks & Warbeasts||The mercenary battlegroup members you can include in a Protectorate army depends entirely on which mercenary 'caster is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.|
|Mercenary Units, Solos, & Battle Engines|
|Units|| Horgenhold Artillery - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Thorn Gun Mages|
Captain Sam & the Devildogs - Croe's Cutthroats - Blythe & Bull - Herne & Jonne - Aiyana & Holt
|Solos||Alten Ashley - Anastasia - Bradigan - Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Bailoch - Rockbottom - Dougal - Orin - Rhupert - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Taryn|
|Warcaster attachments||Madelyn Corbeau|
| * 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)