Kommander Orsus Zoktavir
Fluff text (copy from PP gallery)
- 1 Basic Info
- 2 Thoughts on Kommander Orsus Zoktavir
- 3 Other
|See also How to Read the statblock|
Weapons & Attacks
- Blunderbusss - 8" range, POW 12 gun
- Lola - 2" reach, P+S 16 melee weapon
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
- Arcane Dementia - Butcher2's FOC stat varies each turn, from between 2 and 7. If he kills some enemies, it stabilises at 7 for one round. His CTRL area is always 12".
- Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
- Conferred Rage - When Butcher kills an enemy, his warjacks gain a bonus to SPD and MAT.
- Homicidal Maniac - When Butcher kills an enemy and there are no other models (friendly or enemy) in his melee range, he can advance a short distance.
- Boundless Charge - Low cost, low range spell. Friendly Faction model gains increased charge range, Pathfinder, and can charge for free.
- Eliminator - Medium ranged small AOE magic attack that allows the spellcaster to move a short distance for each model destroyed by the attack.
- Fury - COST 2, Range 6", Upkeep
- Affected friendly model/unit gains +3 STR and -1 DEF.
- Ravager - Target warjack gains Berserk, but cannot make Chain Attacks. (Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.)
Feat - Feel the Hate
- Each time an enemy model is destroyed in Butcher's control range, you can place one rage token on a friendly Faction model in his control range. A model can have up to three rage tokens at any time.
- Models can spend rage tokens during their activations to make additional melee attacks or to boost melee attack or melee damage rolls. A model can make one additional attack or boost one roll for each token spent.
- Feel the Hate lasts for one turn. Remove unspent rage tokens at the end of this turn.
Thoughts on Kommander Orsus Zoktavir
Note to Editors
Comparison to Mk2
Kommander Orsus Zoktavir in a nutshell
Typical Strategy & Army
Butcher2 loves him a few focus efficient jacks, things that can screen him and anything that can possibly score more than one kill at a time. His play style largely revolves around supporting his survival in melee and pulling off a devastating feat turn.
On non-feat turns you'll almost always be activating Butcher before your jacks to try and get Conferred Rage to trigger for that sweet, sweet MAT bonus. You only need one kill to get a bonus to speed and MAT bonus for your entire battle group. Work your way up the board and see if you can secure an alpha strike. If you don't think you're going to get it, try to keep your Iron Fangs or other similarly tough things (Maybe you brought along some MOW?) up front to take the brunt of the hit and then hit back with a fury. If possible, your aiming to get three kills the turn BEFORE you feat so that you can make the most of your feat despite Arcane Dementia.
Where the magic happens:
Get the Butcher into melee (reasonably) safely and get those three kills you need for that max focus. Make sure you have Fury cast on something to upkeep for feat turn. Now for the conga line of death. Butcher should (with the exception of pulling any screening models out of his way) go first. Cast Boundless charge on anything that will need it, Ravager if you want it and then pop feat IMMEDIATELY. You will then go wreck as many faces as you can, hand yourself rage tokens along the way for as long as you think you can sustain it, then before you go too deep into enemy lines (you want to survive this, remember?) or as you run out of murder-able targets...you'll start handing those rage tokens to something else. Next activate that something else...wash...rinse...repeat. Your ultimate goal, if you can, is to activate your infantry mulchers first and spread the rage tokens around and clear some charge lanes to high priority targets. Then, with lanes cleared and your assassins stacked with focus/rage, charge them in for kills and maybe even get a caster kill.
The problem is that you can only distribute tokens to things in his control area from kills made in his control area which is 12 inches. This means to get the most of it, you need him in the MIDDLE of the fray. A dangerous spot for a warcaster. Bring protection.
Ruin- Probably our most focus efficient Jack due to his Soul Taker abilities
Berserkers- That sweet, sweet MAT bonus we talked about earlier will come in handy here. He already has Berserk. Charge into an infantry blob and let the bodies hit the floor. Also remember that Rage Tokens are not focus.
Behemoth- This is a little risky, but handing Behemoth to our Journeyman caster can really pack a punch with Butcher2. He won't benefit from Conferred Rage, but I want you to sit back and imagine a Behemoth with Redline, 3 focus and 3 rage tokens. Doesn't that make you all warm and tingly inside? Just remember: If you decide to shoot, you don't need rage tokens. Rage is for when you're ready to charge in with those armor piercing fists and wreck...whatever is in front of you.
Grolar- Few jacks can make use of the sheer amount of 'focus' like tokens that a Grolar can. Expensive, but if you know what you're doing, it could pay off.
Decimator - Two words: Sustained Attack. With the ability to hit once and then pile 4-6 tokens into extra boosted attacks, you can potentially kill a heavy in one turn...Otherwise that cannon with Beat Back is a great way to open charge lanes.
The obvious choices are anything that can hit hard or reliably and have reach. Leave your deathstar, woodsmen and outriders at home. The trick is that they need to have a way to match pace with the Butcher. Doom Reavers (Esp with Fenris and their Greylord), Iron Fangs, Great Bears, Ulhans, Yuri the Axe and Man-o-War Drakhun all make valid selections for obvious reasons.
Man-o-Wars of all flavors can be viable if you take a Kovnik for Desperate Pace and even then...you probably want to stick to Grenadiers or Shocktroopers.
Greylord Ternion - Mostly for the clouds you get from Blizzard to protect your army from incoming fire as you close to melee range,
Wardog: As tempting as it will be to take Sylus to upkeep Fury for you, the Wardog can save your bacon. With how aggressive he is, Butcher loves his puppy, don't leave him at home!
Kayazy Eliminators: Not only are they effective assassins but with the ability to spend rage for additional attacks, they can make the most of Side Step. Kill, take a rage, move an inch to a new target! Spend a token, get an attack, kill. Repeat.
Black Dragons with UA: Their as good as Iron Fangs, but the officer grants side step, see above.
Options for Koldun Kapitan Valachev: Tactical Arcanist Corps : This is a potent combo that shouldn't be ignored. Zephyr will get the Corp into position and the Corp will absolutely be able to get their Battle Wizard triggers with the use of a rage or two. Until then, Smoke Bomb gives you more clouds to make sure your over aggressive caster is screened from incoming fire.
Alexia Ciannor & The Risen: She likes to see things die. Run her out front, screen your army with her chumps, use them freely. You can almost guarantee a full supply of undead after the feat turn and Thralls make great recipients of Rage.
Drawbacks & Downsides
- Arcane Dementia can strike at the worst moment; there's no other caster, who can potentially start the turn with fewer focus, than a Journeyman Warcaster. Power-up eased the situation a bit, but be prepared to distribute focus accordingly.
- At the forefront, with a medium base - it is hard to shelter him, and despite his impressive stat-line, he's not unkillable
- The Infernal Ruling about melee range (that it extends 360 degrees around you) essentially makes his Homicidal Maniac rule broken. Not broken as "over powered" but broken as "non functional".
- Even before that ruling, his Mk3 playstyle was awkward. Players would carefully position him such that only one enemy was in his melee range at a time, and no friendlies were, to ensure they triggered the free Homicidal move between each and every attack.
Unfortunately this entailed him jumping from side-to-side, looking left, then right, then backwards and generally acting more like a graceful ballerina than a homicidal maniac.
Tricks & Tips
- Originally released in Warmachine: Superiority (2006)
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