Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Viktor Strakhov. Strakhov takes pride in the fact that he has never refused a mission, no matter how dangerous. Although he prefers to rely on his physical superiority, his potent arcane abilities have been refined to aid him in the shock assaults in which he excels. Strakhov and his ‘jacks launch brutal strikes against enemy positions, slaughtering the enemy before they can react. With each engagement, Strakhov changes the face of warfare in the Iron Kingdoms to match his vision of bloody excellence.
Weapons and Attacks
- Cinder Bomb - 6" range, AOE 3, POW 14 gun.
- Damage Type: Fire - This weapon does fire damage.
- Smoke - This weapon's AoE leaves a cloud effect for a round.
- Riot Gun - 10" range, ROF d3, POW 12 gun.
- Trench Sword - 0.5" reach, P+S 13 melee weapon.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Immunity: Corrosion - This model does not suffer corrosion damage, nor the continuous corrosion effect.
- Immunity: Fire - This model does not suffer fire damage, nor the continuous fire effect.
- 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.
- Alchemical Mask - This model ignores gas effects entirely, and clouds for the purposes of LOS and attacks.
- Resourceful - This caster can upkeep spells on battlegroup models for free.
- Sprint - If this model kills something in melee during its turn it gets a free move at the end of its turn.
- Veteran Leader (Assault Kommandos) - While in this model's command range, other friendly Assault Kommandos models gain +1 to attack rolls.
Feat : Iron Fist
This feat has two effects:
- Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's control range gain +4" movement when advancing as part of their Normal Movement and Pathfinder.
- Warjacks in Strakhov's battlegroup can charge or make a slam power attack targeting an enemy model while that model is in Strakhov's control range without spending focus.
Iron Fist lasts for one turn.
- Battering Ram - Short range spell with average cost & POW. Models hit may be pushed a short distance directly away.
- Occultation - COST 2, Range 6 upkeep. Target friendly faction model/unit gains Stealth. Models are not affected while out of formation.
- Overrun - COST 2, Range 6"
- When target model in the caster's battlegroup destroys an enemy model, one model in the caster's battlegroup can make a full advance, and then Overrun expires.
- Sentry - Friendly Faction model gains Rapid Fire. (Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.)
- Superiority - Average cost, short range upkeep spell. Target friendly faction warjack gains a bonus to SPD, MAT, and DEF and can't be knocked down.
Thoughts on Kommander Oleg Strakhov
Comparison to Mk2
Kommander Oleg Strakhov in a nutshell
Strakhov is a Kommando. This means lots of tools, lots of special rules, and a very mobile game. He offer a fairly unique, alpha-strike based game, which is something unexpected from a faction, known for its SPD 4 warjacks. He is the living proof, that being a "slow faction" is not the same as being a "faction with low SPD warjacks".
Thoughts on when & how to use their feat and spells
- With resourceful, he always wants to have upkeeps.
- When the enemy is hugging cover and terrain, it's a great time to pop the Pathfinder Feat.
Typical Army & Strategy
- Resourceful means jacks! He can run a good chunk of them.
- Gives a bonus to Kommandos, but you don't have to take them.
- Stealth and Speed are his best friends.
Drawbacks, Downsides, & Bad Match-Ups
- He has to play far forward to be effective with his feat, and his defence stats are not extraordinary (apart of being immune to fire and corrosion).
- Anything, that counters charging, or removes upkeeps, will severely decrease his jacks' and units' threat range.
Tricks & Tips
Themes for generic casters (Edit)
Other faction models
Rules Clarification : Feat: Iron Fist
- Your own models don't need to be in Strakhov's control area to benefit, just the enemy model they want to charge.
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 Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
Rules Clarification : Smoke - None yet. (Edit)
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 : Brutal Charge (Edit)
- If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.
Rules Clarification : Corrosion (Edit)
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
Rules Clarification : Alchemical Mask (Edit)
- "Gas effects" is undefined in the rules, so pretty much never comes into play.
- You don't ignore the damage from walking into hazardous clouds.
Rules Clarification : Resourceful (Edit)
- "Models in the battlegroup" includes the caster.
Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. Locked thread
- You can't purchase additional attacks after the move, because you can only buy attacks during your combat action and by definition "the end of your activation" happens after "your combat action".
- Sprint only
Rules Clarification : Veteran Leader (Edit)
- The bonus doesn't normally apply to the model giving out the buff, because it (normally) specifies "other models within ...".
- Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
Rules Clarification : Battering Ram (Edit)
- Push (Edit)
- Pushed models do not change their facing.
- Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
- Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
- You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
- Pushed models suffer the effects of anything they move through (such as acid clouds
Rules Clarification : Occultation (Edit)
Rules Clarification : Stealth (Edit)
- "Automatically missing" is not the same as "cannot be hit by".
- For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
Rules Clarification : Overrun (Edit)
- You can cast Overrun multiple times per turn to get multiple moves. The limitation is on how many times any given model can benefit from the free move, not how many free moves you can have in total. (Infernal Ruling)
- Overrun can trigger from any kind of attack, including magic attacks (spells).
- Overrun won't trigger if you kill someone with collateral damage (such as a slam or throw).
- Colossals/Gargantuans cannot move via Overrun, even if cast on themselves, because they can only move during their "normal movement".
- You cannot trigger Overrun in the middle of an attack - for instance if you are Thresher-ing, then you must complete all attack rolls and all damage rolls, before triggering Overrun.
- Once Overrun is triggered, you may move any model in the battlegroup (it doesn't have to be the one the Overrun spell was on).
- Overrun is being errata'd so that it doesn't work on Impact Attacks. (Infernal Ruling)
- Forfeiting movement
- A model moved by Overrun spell can still forfeit it's movement during its normal activation.
- A model affected by a "must forfeit it's movement during its normal activation" effect (such Death Chill) can still move via Overrun. (Knocked down models, obviously, can't Overrun because Knockdown has additional restrictions).
- If a model forfeits its movement for the aiming bonus, it can still move via Overrun, and will still retain the aiming bonus even after this movement.
Rules Clarification : Superiority - None yet. (Edit)