Kommander Oleg Strakhov

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Kommander Oleg Strakhov
Khador Warcaster

Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Oleg 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.

Basic Info[edit]

DEF 15
ARM 16
HP 17
WJP +28
See also How to Read the statblock


  • Cinder Bomb - 6" range, AOE 3, POW 14 gun.
    • Damage Type: Fire - This weapon does fire damage.
    • Smoke - The AOE on Strakhov's grenade is a cloud effect that lasts one round.
  • Riot Gun - 10" range, ROF d3, POW 12 gun.
  • Trench Sword - 0.5" reach, P+S 13 melee weapon.


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • 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 - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Veteran Leader [Assault Kommandos] - While in this model's CMD range, other friendly Assault Kommandos models gain +1 to attack rolls.

Feat : Iron Fist[edit]

When a friendly Faction model targets an enemy model with a charge or slam Power Attack while the enemy model is in Strakhov's CTRL range, then:

  • They gain Pathfinder,
  • They gain +4" on their Normal Movement,
  • If they're a warjack in Strakhov's battlegroup, they don't need to spend focus on the charge or slam.

Iron Fist lasts for one turn.


An enemy model hit by Battering ram may be pushed 3" directly away from the spell's point of origin.
Target Friendly faction model/unit gains Stealth. Models are not affected while out of formation.
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. Lasts for one turn (or less).
  • Sentry - Cost 2, 6" range, Upkeep
Friendly Faction model gains Rapid Fire. (Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.)
Target friendly faction warjack gains +2 SPD, MAT, and DEF and cannot become knocked down.

Thoughts on Strakhov1[edit]

Strakhov1 in a nutshell[edit]

Strakhov is a Kommando. This means lots of tools, lots of special rules, and a very mobile game. He offers 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".

Spell thoughts[edit]

  • Overrun - a watered-down version of Road to War, it is still the cornerstone of your plans. 4/6" extra movement for a Khador jack can mean the difference between getting engaged, and getting shot to pieces. Especially useful against units with Polarity Shield, as it can offset the loss of the extra 3" from the charge denial.
  • Superiority - goes hand-in-hand with Overrun. Cast it on turn1, and keep it up.
  • Sentry - If you expect your combined-arms jack to be caught early by jamming troops, put it on, and watch chaff infantry evaporating from blasts.
  • Occultation - put it on a tanky troop you want to deliver safety, or on your brawler solos.
  • Battering Ram - for occasional Incorp hunting, but frankly, you'll rarely have enough focus for this zap.

Feat thoughts[edit]

This is where the fun starts. Iron Fist makes slow models fast, while fast models can conduct nothing short of ridiculous charge ranges. Free charges and slams offer great focus efficiency, and few enemies will survive a charge from Strakhov's army. Terrain is also rarely an issue thanks to Pathfinder.


Strakhov has been following a very straightforward game plan throughout the last 2 editions, which more often than not converges toward assassinations. The recipients might change, but the main steps are:

  • Pop Superiority on a jack you want to beat faces with, and don't let it drop.
  • March forward, until the enemy gets into your CTRL zone. Occasionally help your key models movement with Overrun.
  • Allocate focus on your Superiority enhanced jack, cast Overrun, then feat.
  • Kill something to trigger Overrun, deliver your enhanced jack, and wreck faces.


You mainly select units into Strakhov's army to make the most out of his feat. As mentioned, +4 movement under charges make everything better. Just a few examples:

  • Iron Fang Uhlans - that is 17" charge range for you.
  • MoW Drakhun - 1" less, but with what a force! Both him, and the Uhlans are great targets for Occultation. Fenris can also become a whirlwind of destruction, but he must postpone the spell support.
  • Shocktroopers - Threat up to 15" away with the Kovnik's Desperate Pace. Who's the slow one now?
  • Kayazy Eliminators same distance, as with the Drakhun, with complete free strike immunity, plus extra distance from Side Step. Thanks to Acrobatics, you don't care about screening models.
  • Gun Carriage can charge in from no less than 15" afar.

And as for stuff that isn't directly tied to his feat:

  • You won't take Greylord_Outriders to wreck faces, but with Occultation they can be particularly annoying.
  • His Veteran Leader bonus is useful on Kommandos, but most players prefer to take stronger and/or better priced options for their units.
  • Sylys - best friend of an upkeep-dependant caster
  • Since Superiority and Overrun amend the speed problems, almost any Khador jack can fit into his arsenal. Torch, his character jack can be pretty nimble with Sprint, has tools against Stealth, and can cause extra mayhem with its Flame Thrower and Assault.

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

  • 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[edit]

  • You have a ROFD3 gun, equivalent of a Hand Cannon - it can prove useful, if you want to kill something important.
  • Strakhov is part of his battlegroup, so a kill with him while having Overrun on himself can send a jack forward - and vica versa.
  • You can cast Overrun multiple times, building up a chain of it.



Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Khador models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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 - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg


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

Requires a 2+ caster game

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
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - 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: 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.
  • Models that gain Pathfinder via the feat will keep it for the rest of the turn. (Infernal Ruling)
    • So, for instance, they can benefit from Pathfinder on Sprint, Reposition, or Overrun moves.

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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 : Smoke - None yet. (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.")
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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.

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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 : 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.
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Rules Clarification : Pathfinder      (Edit)

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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.
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Rules Clarification : Resourceful      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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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".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)

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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).
  • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
    • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
    • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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Rules Clarification : Occultation      (Edit)

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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.
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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.
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Rules Clarification : Sentry      (Edit)

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Rules Clarification : Rapid Fire      (Edit)

  • You can't boost Rapid Fire shots, since you can only boost during your activation. (Infernal Ruling)
  • If a model with Rapid Fire has different Attack Types, it can choose which to Attack Type to use for the Maintenance Phase shot. (Infernal Ruling)
  • If a model's attacks gain an effect "when this model activates" (such as the Blightbringer), then those effects won't apply to the Maintenance Phase shot. (Infernal Ruling)

Rules Clarification : Superiority - None yet. (Edit)