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|
- Blunderbuss - 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 - Cost 2, 6" range
- Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
- Eliminator - Cost 3, 8" range, 3" AOE, POW 13
- Immediately after this attack is resolved, the caster can advance up to 2" for each enemy 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
Not a lot changed in this little ball of terror.
- Terror removed
- Lost Circular Vision
- Gained Berserk
- Gained Tough
- Feat changed by no longer allowing double activation in a single turn.
Kommander Orsus Zoktavir in a nutshell
Maximising his feat & spells
Feat Turn: His feat is best popped right before you're about to charge into at least one or two infantry swarms. In a rare moment, you'll be happy to see jamming units as they're a good source of rage tokens and if you find your models jammed up, you can hand the tokens to other models about to start their charges. If you failed to get the alpha charge, then in retaliation to a charge will do fine, assuming you have a few units/models stuck in.
Spells: Boundless Charge: A Khadoran staple. Use it to get your jack to the fight or get that extra little oomph to the charge. Great for abnormal charge lanes through terrain.
Eliminator: A sometimes useful spell. You'll note that the range of 8 is shorter than his charge threat so it's not going to get you closer to your charge target, but could be used to pull you into a different threat lane. I find it's most commonly used to re-start the conga line of death if you run out of targets of opportunity.
Fury: Hand this to something you want to crack armor. I like to hand this to Ruin or some other hard hitting warjack because they're not going to miss that point of DEF, they're already walking barns, but they'll get a lot out of those 3 points of STR. Normally I'd say to reserve this for something that gets multiple hits, but a special mention to Man-o-War Drakhun on feat turn, who'll buff to a devastating 17+3d6, just make sure he's unengaged at the end of his activation so you can be free and clear to get that 17+4d6 on the counter charge.
Ravager: Give a jack a conga line of death! You can get a lot of mileage/rage tokens out of this during feat turn by handing this to a warjack and sending him into an infantry blob if there's one handy. Otherwise, I probably wouldn't bother.
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 next turn. 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 range from kills made in his control range, 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
- Berserker(s)- 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 at least reliably) to make the most of Feel the Rage, have reach so they can attack multiple targets with their bought Rage attacks, and keep pace with Butcher. Infantry that ticks all these boxes include Doom Reaver Swordsmen (especially with Fenris and their Greylord CA), Iron Fang Pikemen, Great Bears, Iron Fang Ulhans, Yuri the Axe and Man-o-War Drakhun.
Leave your Winterguard Deathstar, Woodsmen and Outriders at home.
- 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 Bombardiers or Shocktroopers and avoid the Demo Corps.
- Greylord Ternion - Mostly for the clouds you get from Blizzard to protect your army from incoming fire as you close to melee range,
- War Dog: 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: They're as good as Iron Fangs but the officer grants Side Step, see above.
Options for Koldun Kapitan Valachev (Ranking Officer):
- 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 token 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. Mk3's introduction of 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
- His Homicidal-iness isn't "real" in games with a good Khador player. To ensure they trigger the free Homicidal move between each and every attack, Butcher players will carefully position him such that only one enemy is in his melee range at a time, and no friendlies are.
Unfortunately this results in him jumping from side-to-side, looking left, then right, then backwards and generally acting more like a graceful ballerina than a homicidal maniac.
- His Homicidal Maniac chain can be broken by having any friendly model in melee range - and this includes unkillable Steamroller flags and don't-want-to-kill Steamroller objectives.
Tricks & Tips
- You'll probably be wanting to activate Butcher first to see if you can get any of those sweet buffs that you can only give your jacks by killing things and then rushing to get protections in place around him for your enemies turn.
- The Conga Line of Death is a wonderful thing. Kill everything in range, move forward, wash...rinse...repeat. However, remember that the Homicidal Maniac trigger is OPTIONAL, don't let your caster get too far away from his protection.
- Originally released in Warmachine: Superiority (2006)
Themes for generic casters (Edit)
- Winter Guard Kommand - (Article) (Category)
- Jaws of the Wolf - (Article) (Category)
- Legion of Steel - (Article) (Category)
Other Khador models
Rules Clarification : Feat: Feel the Hate