Iron Fang Kovnik

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Khador Iron Fang Solo

Veteran Iron Fangs are brutal and skilled personal combatants. They move between regiments and units coordinating the assaults of subordinate Iron Fangs, lend their tactical prowess where needed, and stand ready to support their brothers with great axe and warjack.

Basic Info[edit]

Iron Fang Kovnik
IronFangKovnik.jpg
SPD 6
MAT 8
DEF 12
ARM 15
CMD 10
HP 5
Cost 4
See also How to Read the statblock

Weapons and Attacks[edit]

  • Great Axe - 1" reach, P+S 12 melee weapon.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.

Special Abilities[edit]

  • Leadership [Iron Fang] - Friendly Iron Fang models in this model's CMD range gain Precision Strike (as below).
  • No Sleeping on the Job [Iron Fang] - This model and Iron Fang models within its command range are immune to knockdown.
  • Precision Strike - When damaging a warjack/warbeast with a melee attack, the attacker chooses which column/branch takes the damage.
  • Unyielding - When this model engages an enemy it gains +2 ARM.


Thoughts on Iron Fang Kovnik[edit]

Comparison to Mk2[edit]

The Kovnik lost 2" Reach on the Axe, Commander was renamed to Leadership, lost Jack Marshal and Shield March, but gained Precision Strike.

Iron Fang Kovnik in a nutshell[edit]

The Kovnik is both a support model and a beat stick, making nearby Iron Fangs better and offering strong stats and abilities that synergize well with both Iron Fang Pikemen and Iron Fang Uhlans.

His support abilities are useful all by themselves, but don't underestimate the value of a solo with Weapon Master and Precision Strike for taking down tougher solos and/or finishing off enemy warjacks/warbeasts.

Combos & Synergies[edit]

  • Obviously you're going to want to run the Kovnik in lists that are heavy on Iron Fangs.
  • Irusk2 makes Iron Fangs tough. The Kovnik prevents knock down. Great!

Drawbacks & Downsides[edit]

  • He's not totally optimised for all types of Iron Fangs:
  • The Kovnik doesn't bring anything special against enemies that aren't knocking you down and/or enemies that are infantry-heavy.
    • Infantry-heavy armies are rare in Mk3, so far.
  • It's (weirdly) one of the few Iron Fang models that doesn't have access to Relentless Charge, so make sure you don't mess up a charge through rough terrain.

Tricks & Tips[edit]

  • Don't forget that No Sleeping on the Job synergizes with all Iron Fang models, not just the traditional Pikemen!
  • If you're attacking a warjack you probably can't kill, use Precision Strike to try and take out the Cortex column rather than the weapon column(s). It's much better to be facing a warjack that can't buy attacks rather than one that has crippled attacks.

Other[edit]

Trivia[edit]

Originally released in the Warmachine: Vengeance expansion (2014)

Theme Forces[edit]

Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Winter Guard Kommand - Legion of Steel - Jaws of the Wolf - Wolves of Winter
Merc khador.jpg

(Edit)

Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

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Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary 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 High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

Rules Clarification : Weapon Master - None yet. (Edit)

Rules Clarification : Leadership      (Edit)

  • If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
  • See specific models for case-by-case clarifications.

Rules Clarification : No Sleeping on the Job      (Edit)

  • If a model is already knocked down, and is then affected by NSotJ, it doesn't get to stand up. The "cannot be knocked down" isn't retroactively applied.

Rules Clarification : Marksman and/or Precision Strike     (Edit)

  • These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
  • Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
  • Marksman vs Death Ward (and similar) (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose.
    • The reason is, the attacker is the Active Player so his ability resolves first. And part of resolving Marskman is actually marking the damage. So by the time the Inactive Player gets to resolve Death Ward, it's moot.

Rules Clarification : Unyielding      (Edit)

  • If you can't be "in melee" with your target (for instance an enemy Steamroller objective) then you can't get Unyielding.
  • If you become knocked down, stationary, or otherwise lose your melee range you lose Unyielding.
  • An enemy can engage you, without you engaging them (for instance they're in your back arc). In this case, you don't get Unyielding.