Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.
- 1 Basic Info
- 2 Thoughts on Kommandant Irusk
- 3 Other
|See also How to Read the statblock|
Weapons and Attacks
- Sword Cannon - 10" range, POW 13 gun
- Reload  - This model can spend focus/fury points to make up to 1 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each focus/fury point spent.
- Onslaught - 1" reach, P+S 12 melee weapon.
- Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
- Assault - This model may make a ranged attack as part of its charge.
- Battle Plan - Once per activation, at any time, this model can issue one of the battle plans listed below:
- March - Target nearby warrior model/unit gains Pathfinder.
- Reveille - Knocked down friendly Faction models in this model's CMD range immediately stand up. Models that became knocked down this turn are not affected by Reveille.
- Special Orders - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
Feat : Undying Loyalty
While in Irusk's control range, friendly Faction warrior models gain (1) +2 to attack rolls, and (2) Tough, and (3) cannot become knocked down. Finally, (4) when a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Irusk's control range, remove 1 damage point from that model. Undying Loyalty lasts for one round.
- Airburst - Above average cost, RNG CTRL, medium AoE spell. Ignores LOS, cover, concealment, elevation and stealth and all models hit take a low POW damage roll.
- Battle Lust - COST 3, Range 6"
- Friendly Faction warrior model/unit gains an extra die on melee damage for one turn.
- Grind - COST 3, RNG 10", POW 14
When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
- Inhospitable Ground - COST 3
While in Irusk's control range, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
- Iron Flesh - COST 2, Range 6", Upkeep
- Affected warrior model/unit gains +2 ARM and immunity to blast damage.
- Superiority - Average cost, short range upkeep spell. Target friendly faction warjack gains a bonus to SPD, MAT, and DEF and can't be knocked down.
Thoughts on Kommandant Irusk
Comparison to Mk2
- Lost Quick Work
- Gained Battle Plan
Kommandant Irusk in a nutshell
A peerless tactician, Irusk sports awesome board controlling tools, and supports his army like few other caster in the game.
Thoughts on using the Feat & Spells
A feat with excellent defensive capabilities, Undying Loyality is the dream of any Trollbloods player. Apart of Grievous Wounds and RFP attacks, there are few things that can stop the relentless advance of Irusk's army. It can be downright frustrating if they shrug off the most devastating blows and keep coming. However, it is the offensive part of his feat, that truly takers the cake; it offers +2 on attack rolls for warrior models. For a faction that is choke-full of both quality and quantity units, it is truly godsend to be able to keep them fighting longer. Depending on the enemy, it might even worth waiting with the pop of the feat, and let your forces suffer some casualties, before launching a brutal attack with your pumped-up troops, who are now very resilient to enemy counter-attack.
- Airburst - Its low POW, and the fact, that numerous units are (or can be) immune to blast damage, first make this spell seemingly lackluster. However, it nullifies most of the ranged defence techs, and can threaten squishy, elusive units, from supporting solos (like repair crews, or Beast Handlers) to CRA capable ranged combatants, (like Long Gunners, or Blighted Nyss Archers). Its high FOC cost restricts spamming, but can become very handy in certain situations.
- Battle Lust - Works wonders on hard hitting units, making them psuedo-weapon masters for the turn. Even weaker troops, such as the 'lowly' Winter Guard Infantry, become sudden melee threats (even moreso with Joe giving them a much-needed strength buff). Its range is short, but if the opportunity arises, units, or even solos with multiple attacks, like the Kayazi Eliminators, or a Manhunter, can be ideal recipients for this spell.
- Grind - you will rarely have the focus on this otherwise OK spell, but if a warjack is only one box away of losing its Movement system, then go for it. His focus level means above average accuracy for this spell.
- Inhospitable Ground - depending of your enemy's list, this spell's effect can range from "a minor inconvenience" to "completely and utterly broken". Very effective in single-zone scenarios, where you can severely limit your opponent's options.
- Iron Flesh - Khador's premiere support spell, which synergizes very well with nearly any infantry unit. It makes the tough (like the Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazi Assassins) vulnerability to AOE attacks.
- Superiority - One of the best jack-support spell in Khador's arsenal; you may probably cast it on turn one and don't drop until the battle is ended. From Colossi to a lowly Rager, all jacks are ideal target for it. Don't forget the Pathfinder element, if your enemy tries to slow down your beatstick with rough terrain tricks, like Rift or the Cipher's shots. This spell is insanely useful to toggle between a berserker-chassis jack to mitigate their inherent MAT problem, then re-cast it on something else for the speed or no-knockdown buff.
Few excel in the attrition game as Irusk does. He can slow down the enemy with Inhospitable ground, can eliminate annoying solos with airburst, and support his troops with Iron Flesh and his 'jacks with Superiority. Later, he can go on the offensive, putting Battle Lust upon a key unit, and back them up with his feat. His battle plans are a bit situational, but can pull out the fangs of various enemy tricks, making him a truly Swiss Army knife of a caster.
Irusk exemplifies the full support potential of Khador; most of the faction's units (and mercenaries, with the help of Koldun Kapitan Valachev) have an excellent synergy with him. His support duties and expensive spells rarely leave enough focus for an extensive battlegroup, but for Superiority alone it worth considering the addition of a few warjacks.
- Ogrun Bokur or Rager - enemies WILL try to dispatch him from afar; a shield guard always comes handy.
- Sylys Wyshnalyrr - eases the focus burden on him by upkeeping one of his spells for free.
- Beast 09 - under Superiority, it truly lives up to its name, delivering Tresher blows at MAT10, and hitting warrior models up to DEF20 on average rolls.
- Widowmakers - his Battle Plan can give a quasi Tactical Supremacy; allowing annoying yoyo tricks of jumping in and out of cover. If you add a Marksman into the mix, Reposition stacks with Swift Hunter, allowing a total of 5" move, once they killed something.
Drawbacks, Downsides, & Bad Match-Ups
- He desperately needs his army to get the job done (fortunately, he's good at preserving them and making even mediocre units pull their weight and then some)
- Expensive spells can burn his focus reserve pretty fast, and make him vulnerable to Lamentation.
- Stay away from the frontline until the last possible moment; Irusk's personal defence stats are nothing to write home about.
Tricks & Tips
- Beside his supportive skills, he has an above-average POW ranged attack, that can reliably hit DEF16 targets with a boost. Use it in concert with your Assault ability to wreck targets of opportunity, or remember that he can deliver two shots to pick off a wayward solo or finish off a tough trooper that survived an otherwise fatal wound.
- Originally released in Warmachine: Escalation (2004)
Other faction models
|Khador - Theme Forces (Edit)|
|Winter Guard Kommand|