Kommander Sorscha

From Battle College
Jump to: navigation, search

This server will go offline in September 2018. Please migrate to our new server, Warmachine University


For more info on why we're moving to a new server, check out the Brief History section on the new main page, and/or listen to episode 45 of the LOS podcast
If you have made an edit within the last month or so, please check the new server and see if it was copied by the autobot.
You may need to copy-paste your work to the new server manually. Sorry.

Kommander Sorscha
Khador Warcaster

"She is a perfect example of what a woman should be: pale as the ice that blankets us, beautiful but distant as the starry sky, yet deadly as a winterstorm." Lieutenant Yurik Belavdon of the 12th Iron Fang Uhlan Kompany

Basic Info[edit]

DEF 16
ARM 15
HP 17
WJP +29
See also How to Read the statblock



  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Immunity: Cold - This model does not suffer cold damage.

Feat : Icy Gaze[edit]

Enemy models without Immunity: Cold currently in Sorcha's CTRL area and LOS become stationary for one round.


Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
All models in the caster's control range gain concealment.
This spell has no special effects.
  • Tempest - Cost 4, 8" range, 4" AOE, POW 12
Models hit are knocked down and suffer a POW 12 damage roll.
  • Wind Rush - Sorscha immediately gets a full advance and gains +2 DEF.

Thoughts on Sorscha1[edit]

Sorscha1 in a nutshell[edit]

Sorscha is a control/assassin caster. She is highly mobile and hard to hit. With Freezing grip, and Tempest she is able to control enemy models/units allowing for the rest of your army to dispatch them.

Sorscha's crazy assassination threat also dictates where your opponent moves, and what they move. Her ability to threaten a caster from a non-linear 19" is quite scary. Even veteran players can make mistakes allowing for an assassination opportunity.

Maximising her feat and spells[edit]

  • Boundless Charge is great for moving a Warjack or Solo into charge range, or if needed, Sorscha herself.
  • Fog of War is good in the early game, but it will interfere with her own shooting and spellcasting, as all her targets would be within the effect of fog of war.
  • Freezing Grip is one of Sorscha's signature spells. Move forward, cast this on the most dangerous target, and use Wind Rush to fall back to safety. Alternatively, you can now freeze 2 units if you've already spent your feat, or if you want to save it for something else.
  • Razor Wind is essentially a magic version of Sorscha's hand cannon. You're unlikely to use it, but it's there if you do.
  • Tempest is more expensive than Freezing grip, but affects units with cold immunity, shoring up one of Sorscha's potential weaknesses. She can still Wind Rush after as well.
  • Wind Rush is Sorscha's other signature spell, with a whole host of uses. It'll get her out of trouble, help out with an assassination run, and generally helps anytime you want her to be a bit more mobile or have a bit more defense. You're probably going to be casting this every single turn.

Typical Army & Strategy[edit]

Sorcha needs to have an army that can operate without the need for buffs and that can control various parts of the table. Winter Guard are very useful for fulfilling these roles.

It's also important that her army can clear a path to the enemy warcaster/warlock without being in the way. Greylord outriders fit the resume.

Having a wardog attachment can ensure she is practically impossible to hit in melee with wind rush, and also grants her the ability to walk out of combat. Watch out to keep the dog close enough; the maximum threat range of her assassination run (not counting her weapon's RNG) is the same as the radius of the dog's ability after running. You might want to have the dog an inch or two before her just to make sure Sorscha doesn't run too far for it to be effective.

Malakov works great with Sorscha. She has no battlegroup spells so you're not losing anything by having a warjack outside the caster's battlegroup. Additionally, she is usually focus starved so he can help her bring jacks along without paying the focus bill. Last, Redline improves STR and SPD but not MAT, but if Sorscha freezes a model you can focus your Malakov controlled jack on buying additional attacks instead of boosting attack rolls.

Arcing Fire and/or long range models/Units can help Sorscha pull a successful assassination run. If you manage to freeze your opponent's caster, have everything shooty blast it out of the face of Caen. Winter Guard Mortars, Widowmakers, Victor, Destroyers, anything which can hit from long distance is cool. Just make sure you have some anti Stealth technology such as Spriggan, Victor or Reinholdt in case your opponent is Stealthy.

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

  • Sorscha has only one "buff" for her army. Boundless Charge.
  • She's nimble, but very fragile; boosted blast rolls and knockdown effects can be deadly for her.
  • Remember that enemies in Sorcha's CTRL range also receive concealment from Fog of War.
  • Even with Power up, she has few focus to spare for her warjacks.
  • Freezing Grip and her Feat are useless against enemies that are immune to cold.

Tricks & Tips[edit]

  • Her assassination run is tempting, but choose your engagement wisely. If you need to use both Wind Rush and Boundless charge, you'll have only 2 focus left to help with damage, giving you little room for error. Your target should be stationary before you hit them, so you don't have to waste focus trying to hit, as well as crit. Also be aware of how much armor the target has, and if they have any camped focus to prevent damage, which could screw you up if you roll poorly. If you happen to be up against one of the few warcasters that are immune to cold, then you probably just want to avoid making an assassination run to begin with.
  • Alternatively, let her set up a warjack to do the assassination. Assigning 2 focus and Boundless charge to almost any Khador Warjack will enable it to do far more damage to target than spending the same amount of focus to get Sorscha there, especially if Sorscha also pops her feat. This also makes it less likely that in the event of a failed assassination that Sorscha will get killed. Kovnik Malakov can assist here as Redline + Boundless Charge = 4 extra inches on your unsuspecting opponent.
  • Be on the lookout for enemy feats and spells, which prevent / punish spell casting, or make them harder (like Lamentation) - in such cases, you better forget about your assassination run.
  • If the opportunity arises, cast Boundless charge upon your warjacks. Now, an average Khador warjack can charge further than its run distance. Do not forget the Pathfinder bonus.
  • Shatter is a nice addition to her otherwise average P+S weapon, if it can be triggered. Apart of her feat and Freezing Grip which are the most reliable methods for triggering it, there are numerous Greylord and Man-o-War units and solos, not to mention Beast-09, who can potentially freeze a unit in place for her to shatter with some good criticals.
  • Consider bringing Sylys Wyshnalyrr. Having a longer range on Freezing Grip or Tempest helps her with board control, and Arcane Secrets makes her better at getting those spells off successfully.
  • Fog of War synergizes well with models that have the Prowl ability, allowing models like Alten Ashley or Kell Bailoch to instantly gain stealth for as long as you keep them in your control range. Additionally, magic resistant units like Doom Reavers also appreciate the rare Buff.
  • With Eiryss, Mage Hunter of Ios ability Disruptor Bolt and feat you can disable completely disable a warjack for entire opponent turn, because a disrupted warjack cannot shake the stationary in the maintenance phase. stationary
  • You can also combine the feat with precision strike and sniper. Cut out a warjacks cortex or a warbeasts spirit and then they can't activate.
  • She synergizes well (due her feat) with all kinds of nasty AOE like ones from Hutchuk, Ogrun Bounty Hunter, Gorman Di Wulfe, Rogue Alchemist, Victor



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 : Icy Gaze

  • Remember, you need LOS.
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

RC symbol.png

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.")
RC symbol.png

Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

Rules Clarification : Shatter - None yet. (Edit)

RC symbol.png

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.

RC symbol.png

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).
RC symbol.png

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 : Cold - None yet. (Edit)

RC symbol.png

Rules Clarification : Boundless Charge      (Edit)

RC symbol.png

Rules Clarification : Fog of War      (Edit)

  • All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.
RC symbol.png

Rules Clarification : Freezing Grip      (Edit)

  • When you hit a model in a unit, the entire unit becomes stationary.
  • If models are added to a unit after it is frozen (for example via Excarnate) then those models immediately become stationary; because the effect is applied to the unit not to the models. (Closed thread)
    • Since Freezing Grip is applied to the unit for one round, then those new models will "unfreeze" at the same time as the rest of the unit.
RC symbol.png

Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
RC symbol.png

Rules Clarification : Tempest      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Wind Rush - None yet. (Edit)