High Exemplar Kreoss

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High Exemplar Kreoss
Protectorate Exemplar Warcaster

A paragon of valour for the armies of the Protectorate, Mikael Kreoss was raised in Khador as a devout Menite. He heeded the call to arms and left his homeland to help lead the cause for his faith. A hero to all in the Protectorate and a skilled leader and general to the Exemplar Order.

Basic Info[edit]

Kreoss1
Kreoss1.jpg
SPD 5
MAT 7
DEF 14
ARM 16
FOCUS 7
HP 18
WJP +29
See also How to Read the statblock

Weapons[edit]

  • Spellbreaker - 2" reach, P+S 14 melee weapon.

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.

Feat : Menoth's Wrath[edit]

All enemies in his CTRL range become knocked down.

Spells[edit]

Deals Fire Damage, and on a Critical hit it inflicts Continuous Fire.
Friendly Faction model/unit gains +2 DEF & ARM.
Does fire damage. Also, on a critical hit, it inflicts continuous fire
When an enemy model casts a spell while in the spellcaster's control range, double the COST of the spell. Additionally, enemy models must pay double to upkeep spells on models/units in the spellcaster's control range.
All upkeep spells, animi and continuous effects in the caster’s control range immediately expire.


Thoughts on Kreoss1[edit]

Kreoss1 in a nutshell[edit]

Kreoss is a jack-of-all-trades caster with a combination of fiery magic, defensive buffs and anti-magic spells. His feat combined with his large control range threatens a large portion of the enemy's army, and can often be crucial to win a game with him.

He has many similarities with The Harbinger of Menoth; bearing a particularly dangerous feat, and the dreaded Purification spell. Unlike his divine fellow-caster, though, he is a good choice for a newcomer to the game/faction, as the various combinations of his feat and spells are relatively straightforward to understand and use.

Feat thoughts[edit]

His feat is very powerful, and a lot of the strategy to using Kreoss is knowing when and how to best use it. See below for more detail.

You should also refresh yourself with Knockdown page for exactly what it does/doesn't prevent. Also, you should take a quick look at Category: Anti-Knockdown to get an idea of stuff that is going to make life hard for you.

Strategy[edit]

Pop and drop assassination
Kreoss moves up the board, feats and catches the enemy caster in his extensive CTRL range. Now, melee attacks will auto-hit the enemy, while ranged attacks will usually hit on anything but snake eyes (apart of Inaccurate models).

Even if the enemy caster stays out of range, affected models cease to be blocking LOS, so you can reach them behind screening infantries and jacks.

Remember though; Shield Guards will still work to mitigate ranged shots, and there are many ways to negate (Solid Ground, Steady, etc.). In such cases models will remain standing, and often, screening. If KD immunity is granted by spells like Heightened Reflexes, first cast Purification with the desired target in your CTRL zone, then use your feat.

Attrition
Even without killing the caster, Menoth's Wrath allows you to remove a fair bit of the enemy's force with ease. If they survive, they'll lose either their movement or action, causing some serious scenario pressure too.

Denial
Use Lamentation to mess with expensive enemy spells and upkeeps, or use Purifications if you have no valuable upkeeps in play. Your aptly named Spellbreaker also has the Dispel ability, so keep an eye out for its applications, if you want to save FOCUS on Purification.

Kreoss can really shine in killbox scenarios too, where the box and the threat of his feat can severely limit the opposing caster's movement.

Spell thoughts[edit]

  • Purification
    • It eats up a huge chunk from your FOCUS and erases friendly upkeeps too, so only cast in when you must (usually just before you try an assassination or kill a valuable targets).
    • At the start of your turn, spend a moment to seriously think about whether it'll be a good turn for Purification. If it is, don't bother paying to upkeep your own spells.
    • It is very powerful against armies that really need their upkeeps in play. Forcing them to recast every turn will hamper their play. Examples include certain theme forces like Sons of the Tempest theme forces, and upkeep-heavy casters (especially Resourceful ones).
  • Defenders Ward - One of the best buff spells out there; making squishy but elusive units resistant to blasts, and pumping up their DEF to levels, where enemy will have real trouble hitting them.
  • Immolation - apart of Incorporeal hunting at range you'll rarely have focus for this zap spell.
  • Cleansing Fire - strong fiery AoE, but pretty expensive, even for a FOC7 caster
  • Lamentation - Great denial spell both against offensive spellcasters (like Haley1), and those who like to hand out multiple upkeeps (like Stryker1). Definitely worth casting on Turn 1, if your enemies have important COST3 or 4 spells on their card.

Army[edit]

There are very few models who won't work well in Kreoss' army. His feat alleviates most of the accuracy issues, while Defender's Ward provides ample protection for your most important units (and as you have no speed buffs, you want it on your slow, tanky models).

Beside his expensive spells he'll rarely have spare focus to run an extensive battlegroup. If you still want to move him toward that direction, the Choir, Vassal Mechanik, and Vassal of Menoth will always have place in his lists. And The Creator's Might theme allows you to take all three, and some free stuffs beside.

Drawbacks & Downsides[edit]

  • No mobility or damage increase spells for his army - enemy speed de-buffs and rough terrain can hurt you a lot.
  • His spells are expensive to cast, so Kreoss is vulnerable to anti-magic techs (Arcane Suppression, and counter-Lamentation especially).
  • Steady models and KD immunity tricks can render many of his tricks harmless.
  • He used to be sold in the starter battlebox, so almost everyone in the world has played against him and know what strategy to use to counter him.

Tricks & Tips[edit]

  • Before taking all the models with AoE into your army, keep in mind that working out all of the shots can eat up quite a lot of time. Do not lose a battle on Deathclock.

Other[edit]

Trivia[edit]

  • He is one of the three original Protectorate casters, released in Warmachine: Prime (2003)

Theme Forces[edit]

Themes for any & all casters (Edit)


Other Protectorate models[edit]

MenothLogo.jpg
(Edit)
Battlegroups
Warcasters Durst - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
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Warcaster attachments Hierophant (Protectorate) - Madelyn Corbeau (Mercenary)
Other Controllers Bastion Seneschal (Marshal) - Durant1 (BGC) - Reclaimer Gatekeeper (Marshal)
Light warjacks Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant


Blessing of Vengeance

Heavy warjacks Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher

Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy

Colossal Judicator - Revelator
 
Units, Solos, & Battle Engines
Units Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Knights Exemplar - Temple Flameguard

Visgoth Juviah Rhoven & Honor Guard
Ranking Officer: Attendant Priest

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack

Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Covenant

Battle Engines Vessel of Judgment
 
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Merc menoth.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Ossrum - Magnus1 - Magnus2

Requires a 2+ caster game

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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
Battle Engines None
Warcaster attachments Madelyn Corbeau


Rules Clarifications[edit]

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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 : Chain Weapon - None yet. (Edit)

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Rules Clarification : Dispel      (Edit)

  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


Restrictions on "Any Time" abilities     (Edit)      
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. 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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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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 argus 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).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • 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).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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Rules Clarification : Cleansing Fire      (Edit)

  • On a critical hit, all models in the AOE suffer continuous fire, otherwise none do.
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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 Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.

Rules Clarification : Defender's Ward - None yet. (Edit)

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Rules Clarification : Immolation      (Edit)

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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 Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
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Rules Clarification : Lamentation      (Edit)

  • Casting Spells
    • Warcaster's that stand outside the Lamentation area, and use an arc node within the area, are unaffected.
    • Magic Abilities do not have a COST so are unaffected by Lamentation.
    • Models that can cast spells with a COST [X] for free (such as Blood Boon or Spell Slave) are unaffected by Lamentation - they can still cast COST [X] spells, they're not limited to COST [X/2] spells. (Infernal Ruling)
    • When combined with other abilities that change COST (such as Tanith's feat "Rites of the Wurm") use normal maths: double/halve first, then add/subtract. (Infernal Ruling)
  • Upkeeping Spells
    • It doesn't matter where the model doing the upkeeping is, it matters whether the model/unit that the upkeep is on is in control range.
    • Upkeeps which aren't on a model/unit (such as Veil of Mists or Rock Wall) are unaffected by Lamentation.
    • Models which upkeep spells by other means (such as Skarre2's Blood Trade) are unaffected by Lamentation. (Infernal Ruling)
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Rules Clarification : Purification      (Edit)

  • Note that this spell will strip all friendly effects as well as enemy.
  • This spell is a "pulse", it only applies to models that are within the area at the time Purification is cast.
  • Against upkeep spells that put a template in to play (such as Void Gate) then the template must be in the Purification area for you to get rid of it - the position of the caster is irrelevant.
  • Against upkeep spells that are target SELF and range CTRL (such as Fog of War) then the caster must be in the Purification area for you to get rid of it - the position of models affected by the spell is irrelevant.