Fluff text (copy from PP gallery)
| Relative HP
Weapons and Attacks
- Hand Cannon - Average range, high POW gun
- Evangeline - Average P+S, short reach melee weapon.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Battle Plan - Once per activation, at any time, this model can issue one of the battle plans listed below:
- Fighting Dirty - Nearby Faction warrior gains the ability to knock down with its next basic melee attack.
- Sneak - Nearby Faction model/unit gains Prowl. (Prowl - While concealed this model has stealth. )
- Throat Cutter - Nearby Faction model/unit gains Backstab. (Backstab - This model gains a bonus to hit and damage when it attacks from the target's back arc.)
- Sucker! - If this model is hit with a ranged attack, it must redirect the shot to a nearby friendly warrior.
Feat - Poison Pill
Battlegroup models gain Parry and cannot become knocked down. Also, whenever a battlegroup model suffers damage it may make a full advance afterwards.
- Escort - Upkeep spell that gives a movement buff to the caster's warjacks/warbeasts. Also, the caster gains an ARM buff when near those models.
- Razor Wind - Low cost, long range offensive spell with average POW.
- Tactical Supremacy - Low cost upkeep spell which grants target friendly faction model/unit Reposition. (Reposition - At the end of an activation in which it did not run or fail a charge, this model can advance up to its stated value, then its activation ends.)
- Veil of Mists - Cost 2, range CTRL upkeep spell. Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
Thoughts on Kommander Andrei Malakov
This model has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.
Feel free to remove this warning if you, personally:
- Have a good level of gameplay experience with the model, and
- Have reviewed this article and either you
- agree with the content 100% or,
- for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.
Kommander Andrei Malakov in a nutshell
Malakov is a flexible caster that equally wants Warjacks and Infanty in his list and support both. He excels in getting models up the board quickly (for Khador) and in board control
Thoughts on when & how to use his feat and spells
Malakov's feat is intresting in that it is specific to his battlegroup and doesn't affect the infantry under his command. Like Magnus1, who has a similar feat, the idea is to plunge high-threat warjacks deep into enemy lines to break up enemy formations and make it difficult to avoid backstrikes. Often it's a good idea to use the feat to trample the jacks over defending infantry, putting them within threat range of the weaker support models and warcasters behind them.
- Escort - The classic warjack support spell, this spell is used both to get the jacks up the field in pace with your own infantry and to provide Malakov a much needed ARM boost
- Tactical Supremacy - Tactical supremacy is a very flexible spell that can be used to get a screening force into zones early , or to posiiton some heavy hitters where they can do the most damage.
Typical Army & Strategy
As this is a new model, strategies are still developing, but the common consensus seems to be that Malakov prefers a mixed force of jacks and infantry. Keeping a core of either cheap or high-arm infantry around him as sucker! targets is helpful, as is having at least one jack nearby that can provide the ARM bonus from escort. Malakov is one of the models that needs to be close to the action to cast spells and feat, but has low defensive stats, making him vulnerable without at least a couple bodyguards.
Things you take in her army to help her with this strategy is Placeholder.
Drawbacks & Downsides
Malakov is, like Irusk, pretty squishy and vulnerable to assassination. The need to keep him close to so many elements of his force makes it difficult to avoid danger at the best of times.
Malakov has a need for both jacks and infantry in his list to get the full effect out of his abilities. This means too many points spent on one at the exclusion of the other can have him suffer in his support role
Tricks & Tips
- Keeping a unit of Man-o-War Shocktroopers nearby as Sucker! targets means that shots that would normally damage Malakov simply slide off the high arm of the MenOWar.
- A cheap infantry unit can be helpful for exploiting Fighting Dirty. Putting the plan on a sacrificial model and having it charge a large target (like a jack) for the knockdown can put the enemy jack in an ideal place for your ranged units and jacks to pour the fire on. This lets you essentially turn Winter Guard Infantry into Field Gun shots. The War Dog Is superb at this role, with the combination of low cost and Return, meaning after the deed is done, he can get out of the way and back to guarding Malakov.
- While Sucker! guards against ranged attacks, it doesn't protect against melee and it is generally recommended to take a war dog with Malakov to help him get out of such situations.
Other faction models
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).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines) ... [Verification needed]
- ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). [Verification needed]
- 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 : Battle Plan (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 (e.g. running, failing a charge, failing a slam).
- Even if the ability says "any time during the unit's activation", a model in a unit can't use it after they run/fail a charge. Because that model's activation has ended (even if the unit's is still ongoing) and you can't use abilities on models that are not active.
- 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 you specifically can't.
Rules Clarification : Fighting Dirty (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.
Rules Clarification : Sneak (Edit)
Rules Clarification : Prowl (Edit)
- You can still benefit from Prowl even if the attacker "ignores concealment".
Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.
Rules Clarification : Throat Cutter (Edit)
Rules Clarification : Backstab (Edit)
- Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
- Circular Vision doesn't ignore Backstab. They still have a back arc, and backstabbers can stand in it.
- Due to the above two rules, it is completely possible to have the Backstab bonus but not the back strike bonus (or vice versa).
- Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
- Before the game starts you should discuss with your opponent the facing of the objective.
Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Escort - None yet. (Edit)
Rules Clarification : Razor Wind (Edit)
- The text description has no in-game effect. It's just for flavour.
Rules Clarification : Veil of Mists (Edit)
- Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
- You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
- If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
- Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown).
- Pathfinder (Edit) - Pathfinder doesn't apply to involuntary movement (i.e. when you're pushed or slammed).