Kommander Orsus Zoktavir

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Khador Warcaster

Fluff text (copy from PP gallery)

Basic Info[edit]

Butcher2
Butcher2.jpg
Base 40mm
SPD 5
MAT 9
RAT 5
DEF 14
ARM 18
HP 20
Focus Variable
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Blunderbuss - 8" range, POW 12 gun
  • Lola - 2" reach, P+S 16 melee weapon

Abilities[edit]

  • 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.

Spells[edit]

Friendly Faction model can charge for free. If it charges, it gains +2" movement and Pathfinder.
  • Eliminator - RNG 8 POW 13 AOE 3 COST 3, magic attack that allows the spellcaster to move 2" 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[edit]

  • 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[edit]

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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Kommander Orsus Zoktavir .

Comparison to Mk2[edit]

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Kommander Orsus Zoktavir in a nutshell[edit]

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Maximising his feat & spells[edit]

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Typical Strategy & Army[edit]

Strategy[edit]

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.

Jacks[edit]

  • 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.

Infantry[edit]

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.

Other[edit]

  • 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[edit]

  • 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[edit]

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Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (Edit)

Other Khador models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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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
Ranking Officer CA : Koldun Kapitan Valachev
Solos Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Winter Guard Kommand - Legion of Steel - Jaws of the Wolf
Merc khador.jpg

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

Requires a 2+ caster game

K
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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 - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - 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: Feel the Hate

  • Models can only buy additional melee attacks during their Combat Action, after completing their initial/special attack(s). Refer the definition in the core rulebook.
  • For models in a unit, model [B] cannot start their Combat Action until model [A] finishes his. This means that once you start model [B]'s attacks, you cannot "go back" and buy more attacks with model [A].


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 : Weapon Master - None yet. (Edit)


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • Your CTRL area is double your current focus statistic, not however many focus points you currently have.
    • 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.
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. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. 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).
    4. 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).
  • Units
    • 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.


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 argii 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).

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.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Arcane Dementia - None yet. (Edit)

Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • This is a change from Mk2
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Shield Guard).

Rules Clarification : Conferred Rage - None yet. (Edit)

Rules Clarification : Homicidal Maniac      (Edit)

  • If you kill an enemy but there are models in your melee range, you don't get the free move from Homicidal Maniac. Also, you must instead attack the model (due to Berserk).
    • If you then kill a friendly model, neither Berserk or Homicidal Maniac will trigger a 2nd time. You'll need to buy an attack instead.
    • Steamroller flags and objectives count as models. And you can't kill flags, so then you're extra screwed.
  • If there are no models in your melee range, then Homicidal Maniac triggers before Berserk. This allows you to move into melee range of a new model and then get a free Berserk attack against that new model. Refer Step 12 vs Step 14 of Appendix A.
    • This is because you recheck the trigger/resolution conditions at each step, and moving at Step 12 allows Berserk to happen at Step 14.


Rules Clarification : Boundless Charge      (Edit)

  • Pathfinder (Edit) - Pathfinder doesn't apply to involuntary movement (i.e. when you're pushed or slammed).

Rules Clarification : Eliminator      (Edit)

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.

Rules Clarification : Fury - None yet. (Edit)

Rules Clarification : Ravager      (Edit)

Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If you trigger two effects that grant you an extra attack (such as Berserk + Black Spot), you can only use one. (Refer "Attack-generating Special Rules".)
    • Not only that, due to the way Berserk is worded you must make a melee attack, regardless of which ability you resolve. So you can't say "I trigger Berserk and Black Spot, choose Black Spot, Black Spot is optional, so I'm not making any more attacks". (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • This is a change from Mk2
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Shield Guard).