Kommandant Irusk

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Khador Warcaster

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.

Basic Info[edit]

Irusk1
Irusk1.jpg
SPD 6
MAT 7
RAT 6
DEF 15
ARM 15
FOCUS 7
HP 17
WJP +27
See also How to Read the statblock

Weapons and Attacks[edit]

  • Sword Cannon - 10" range, POW 13 gun
    • Reload [1] - This model can spend focus/fury tokens 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 token spent.
  • Onslaught - 1" reach, P+S 12 melee weapon.

Special Abilities[edit]

  • 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[edit]

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.

Spells[edit]

  • 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[edit]

Comparison to Mk2[edit]

  • Lost Quick Work
  • Gained Battle Plan

Kommandant Irusk in a nutshell[edit]

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[edit]

Feat thoughts[edit]

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.

Spell thoughts[edit]

  • 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.

Strategy[edit]

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.

Army selection[edit]

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[edit]

  • 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[edit]

  • 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.


Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for generic casters (Edit)

Other faction models[edit]

KhadorLogo.jpg
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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(Edit)

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

(Edit)

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

Requires a 2+ caster game

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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 : Reload      (Edit)

  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)

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 : Warcaster or Warlock     (Edit)

  • Please refer to the Warcasters & Warlocks page for a recap of the warcaster rules, and the very few associated rules clarifications.

Rules Clarification : Assault      (Edit)
There is a long and detailed breakdown on the Assault page. The short version, though, is:

  • Assault occurs immediately after Step 5 of the Activation Sequence in Apdx A (or after Step 6 for a unit with Assault). (Infernal Ruling)
  • With a unit you need to move all models, then do all Assault attacks, then start charge attacks. (Infernal Ruling)
  • You may not use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  • If you fail your charge, you may not use "any time" abilities between 'finishing Assault attack' and 'activation ends'. (Infernal Ruling)
  • See the Assault page for more corner-case scenarios, like Drag + Assault and Countercharge vs Assault.

Rules Clarification : Battle Plan      (Edit)

  • 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 (e.g. running, failing a charge, failing a slam).
        • Even if the ability says "any time during the unit's activation", a model in a unit can't use it after they run/fail a charge. Because that model's activation has ended (even if the unit's is still ongoing) and you can't use abilities on models that are not active.
      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 you specifically can't.

Rules Clarification : March      (Edit)

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

Rules Clarification : Reveille - None yet. (Edit)

Rules Clarification : Special Orders      (Edit)

Rules Clarification : Reposition      (Edit)

  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. Click here for a detailed explanation
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Tough - None yet. (Edit)


Rules Clarification : Airburst      (Edit)

  • Abilities that add to the RNG of a spell (such as Sylys Wyshnalyrr's Spiritual Conduit) don't affect Airburst's RNG.
  • Although the spell does blast damage, the POW is not halved. Think of it as already halved.

Rules Clarification : Battle Lust - None yet. (Edit)

Rules Clarification : Grind      (Edit)

  • Apply damage to the Movement System before making the normal damage roll.

Rules Clarification : Inhospitable Ground      (Edit)

  • For models that get a bonus from being near rough terrain (ie the Earthborn Dire Troll), then:
    • If they're outside the CTRL area they don't get any bonus, because the terrain still is Open despite the spell. There is no rough terrain for them to be nearby.
    • If they're inside the CTRL area they do get the bonus, because they're treating the terrain they're within as rough.

Rules Clarification : Iron Flesh - None yet. (Edit)
Rules Clarification : Superiority - None yet. (Edit)