Koldun Kommander Aleksandra Zerkova

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Khador Greylord Warcaster

Few people in the Khadoran Empire have more drive than Aleksandra. Most of her peers see her intensity and zeal for the occult as unsettling. She employs soldiers and warjacks with equal dispassion, and most who come to know her deem her heartless and cruel. Certainly she has the will and the courage to walk into the darkness without flinching, a talent that may prove vital to Khador's triumph in the months and years ahead.

Basic Info[edit]

Zerkova1
Zerkova1.jpg
SPD 6
MAT 6
RAT 5
DEF 15
ARM 15
FOCUS 7
HP 16
WJP +28
See also How to Read the statblock

Weapons and Attacks[edit]

  • Rod of Whispers - 10" range, POW 13 gun.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Grave Door - If this attack kills an enemy you may instead keep it alive (temporarily). You take control of it, can turn it around once, and can channel through it. It dies at the end of your turn.
  • Quietus - 0.5" reach, P+S 11 melee weapon.

Special Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Immunity: Cold - This model does not suffer cold damage.
  • 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.
  • Arcane Artifacts - When Zerkova casts a spell, she can choose one of the following special rules. Each special rule can be used once per activation.
  • Sacred Ward - This model can't be targeted by enemy spells.

Feat : Howling Wind[edit]

Enemy models can't make ranged attacks while in Zerkova's CTRL area. Also, if they activate in her CTRL they can't run, charge, make power/special attacks, give/recieve orders, or make special actions.

Spells[edit]

  • Freezing Mist - Place a small AOE cloud within Zerkova's CTRL range that lasts for one round. Models suffer a penalty to attack rolls while in the AOE, unless they have Cold Immunity.
  • Frost Hammer - Cost 2, 8" Spray, POW 12
Deals cold damage and has Critical Stationary.
Target model/unit gains Ghostly for one turn. (Ghostly - This model ignores terrain and free strikes.)
  • Hex Blast - Cost 3, 10" range, 3" AOE, POW 13
On a direct hit, upkeeps and animi on the target expire.
Once per turn, if an enemy finishes their movement within 6" of the caster, one of the caster's warjacks can move towards that enemy and then attack it with a fully boosted melee or ranged attack.

Thoughts on Koldun Kommander Aleksandra Zerkova[edit]

Classic (and ugly) sculpt

Comparison to Mk2[edit]

  • Completely new spell-list, only Watcher remained
  • Arcane Artifacts changed
  • Minor wording change in her feat
  • Lost Mechanikal Seizure on her melee weapon
  • Gained Grave Door

Koldun Kommander Aleksandra Zerkova in a nutshell[edit]

Zerkova was generally regarded as one of the most neglected caster in the faction, and Mk3 still has to bring something beside the general rule changes to alter that status. She has a strong denial/defensive feat, and some nice, spell-slinging tricks, thanks to her upgraded ranged weapon, but apart of that, she performs strictly average on the battlefield.

Spell thoughts[edit]

Her Arcane Artifacts boost considerably her spell casting capabilities, so here is a detailed run-down:

  • Focus Sphere: your most important option, probably you'll want it to be used on an offensive spell to spare the boosting to hit. As it is tied to the casting of the spell, it cannot make your upkeep free.
  • Lens of Tarvodh: +5 RANGE on paper looks cool, but practically, it is limited to Hex Blast (and to some extent, Ghost Walk). Still, it is good to remember, if you want to deliver a killing blow from afar.
  • True Sight: You'll only ever use it on Hex Blast, and still, you'll probably choose the previous two options.

Spells:

  • Freezing Mist: this spell first seems to be the poor man's trencher smoke, but it offers quite a few utility. Main targets are shooty enemy warjacks, who now lose their aiming bonus anyway. You can also shield your more vulnerable troops, or place it upon enemy models, which are already engaged with your units.
  • Frost Hammer: Works well with Focus Sphere; for the basic cost you can fish for critical hits with a boosted attack roll on a crucial model.
  • Ghost Walk: Her only support spell for her army. Can yield surprising results, if your enemy thought, they will be safe from your slow Man-o-Wars on the other side of the forest, or a caster was deceived by the lack of pathfinder upon your Uhlans, and sought refuge beyond a wall.
  • Hex Blast: bog standard zapping spell with average POW. The upkeep/animi removal would come handy, were it not require a direct hit. In very desperate situations you can use it on your own heavies to remove a particulary nasty enemy upkeep from them (like Parasite).
  • Watcher: A life-insurance spell, with a few limitation to be considered. It does not trigger, if the enemy's movement won't end within 6" of your caster, and your jack can make attacks only against the model that moved (so, if they moved a screening model in, it pretty much invalidates it). Against fast, alpha striking lists you'll want to pop it early, and never let it drop.

Feat thoughts[edit]

Zerkova's biggest selling point is her feat. It offers one excellent turn, where the enemy is limited to walk-and-strike close combat attacks, making their threat range highly predictable. It is also quite deadly for Gunfighter models, who either have no other means to attack, or perform much worse with their swords (read, Arcane Tempest models). However, it does not forbid boosting, so don't let your enemy get too close to you. Works well with Watcher, as the enemy will have fewer ways to bypass your jacks.

Typical Army & Strategy[edit]

Zerkova is a fairly odd caster in the faction (and in the entire game). She lacks dedicated unit support, offers almost nothing to her battlegroup, but still, rarely wins battles all by herself. Her feat is ideal for single-zone scenarios, and especially, for killbox missions, but she still needs her army to get the job done.

Freezing Mist with Focus Sphere allows her to spend her entire stack to place 12" of Cloud Wall. With Sylys Wyshnalyrr, she can do this while upkeeping Watcher. This LoS blocking synergizes nicely with her feat and allows her to deliver an army if the enemy doesn't ignore clouds.

She has some assassination potential against squishy casters with the Rod of Whispers. If you manage to kill, and then use Grave Door on a model near the enemy caster, you can deliver some well deserved Frost Hammer and Hex Blasts. It will most likely eat up all your FOCUS pool, but odds are you will still be far enough from retaliation.

As mentioned, it is kind of hard to offer an army to her. Power Up, and a good amount of FOCUS seemingly allows you to run an extensive battelgroup, but the lack of support limits her to self-sufficient jacks.

  • The Juggernaut, or its angrier relative, Beast 09 is a plain and simple wrecking machine. Remember that Watcher boosts the attack roll, making it likely to freeze an assassination attempt in it's tracks, even if the attacker survives the boosted damage.
  • Rager - a shield guard is always nice, if the enemy tries to kill you from afar during your feat
  • Mad Dog - usually content with the Power Up focus
  • Behemoth - all casters from the motherland love Big B, and enemies in her feat zone will rarely be able to run away from its templates.
  • Conquest - its Creeping Barrage under your feat can be a powerful area denial tool for softer targets.

Among units she also prefers self-sufficient choices, like Widow Maker Scouts, Winter Guard Infantry (with Kovnik Joe), Doom Reaver Swordsmen (with their attachment), and naturally fast units, like the Kayazi Eliminators / Assassins, IF Uhlans and the Grey Lord Outriders.

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Her feat can be bypassed by long range (>14") shooting, or by those, who can simply advance up to 14" without actually charging (Stryker2, for example). The limitations for charging/orders/power attacks are also invalidated, if the enemy activates outside her CTRL area.
  • Very limited combat performance, and not extraordinary defensive stats. Also, spell-immunity tricks will make her a bad day.
  • She offers very little direct support for her battlegroup, and for her army
  • 2 out of the 3 Arcane Artefacts abilities are useless, if you want to channel spell throughout your Grave-Door-acquired arc-node.
  • Grave Door only works on enemy model, so you cannot shoot your Mechanic in the back to get an arc-node. It is completely useless against a Convergence army.

Tricks & Tips[edit]

  • Keep her Cold Immunity in mind, it can save her in match-ups against Vayl, or Sorscha.
  • Playing Zerkova in the Winter Guard Kommand theme makes her a pain to assassinate. Spells are negated by Sacred Ward, shooting can be mitigated by sacrificing Winter Guard troopers and attempts at melee have to deal with Watcher first.
  • Spell Ward does not makes you immune to spells. Bouncing lightnings, or overlapping AOEs from nearby models still pose threat to you.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (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 - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
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 : Feat : Howling Wind

  • If a model has a special ability that reads "Instead of making a ranged attack, do [X]" (such as the Stormwall's Sustained Fire) then they can't do that, either. (Infernal Ruling)


Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon such as arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer latest errata).
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. They're 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 intrepreted as "immune to damage that doesn't include Damage Type: Magical" (not as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Grave Door      (Edit)

  • You can't use Grave Door to channel through friendly models. (Infernal Ruling)
  • You don't get to activate the model you take control of. (Infernal Ruling)
  • Once he is under your control, the meatnode is an enemy to his old army. If they're close enough, they will engage him in melee and prevent you using him as an arc node.
  • See also the Channeler rules clarifications.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 : 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.

Rules Clarification : Cold - None yet. (Edit)

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Arcane Artifacts - None yet. (Edit)
Rules Clarification : Focus Sphere - None yet. (Edit)

Rules Clarification : Lens of Tarvodh      (Edit)

  • The Lens does not give extra range to spells with a RNG of SELF, SPRAY, or CTRL.

Rules Clarification : True Sight      (Edit)

  • You only ignore clouds for LOS, so models can still get concealment, Prowl, etc from them.
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.


Rules Clarification : Freezing Mist      (Edit)

  • The penalty applies to both friendlies and enemies.

Rules Clarification : Frost Hammer      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Ghost Walk      (Edit)

Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.

Rules Clarification : Watcher and/or Guardian Beast     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they can use Watcher to make an attack.
  • Guardian Beast is being errata'd to include the words "you can choose", same as Watcher. (Infernal Ruling)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.